Tuesday, January 25, 2011

Role Playing Games -- Builder's Guide 1


The Challenge: Character ability is the first thing that any role playing game designer should consider, and in many ways the most important. Fortunately, it is also generally the easiest to perfect in and of itself. The challenge of character ability comes from the need for a variety of character types, each with their own unique capabilities.

There are a number of possibilities for solving this challenge, each of which is generally viable. Perhaps the most common one is the set "character type" role playing game. Using this system, all players choose what sort of being their characters are from a list of possibilities. This style of RPG is often broken down into two or three lists from which the player makes one (or sometimes multiple) choices. Perhaps the most common example of this style is where the player chooses a certain type of being and a certain profession that suits the game's theme. The choices made, and the character's level of power, determine what the character can do.

Certain designers prefer a skills-based role playing game. Using this style, players have a number of points or other units of measurement, which they can spend on certain abilities, powers, attributes, skills, or other advantages. This style offers more flexibility than the previous type of RPG, at the expense of more work on the player's part.

Another possibility is the ability list role playing game. This style is somewhat similar to the skills style in that players choose from certain abilities to build their character. The difference is that instead of selecting from certain abilities, players select lists of skills, gaining all abilities appropriate to their character's level found on their chosen lists.

Combinations of the three are common, often using one system as the base with another for certain parts. For instance, a role playing game might use a character type system to determine which skills or lists the character can select from. Alternately, an RPG might use an ability list style, but also have points to choose which abilities within those lists the player can select from.

Other combinations are possible, as are other styles of design, although these three make good overall categories. Each has its merits, but likewise, each comes with potential disadvantages.

The Risk: Although character ability is not a difficult challenge to meet, the style a role playing game designer uses here will affect every other challenge in the RPG-making process. Characters are the most important part of any role playing game, as they represent the medium that the players use to interact with the game itself.

The rules for creating characters are the most important when concerning issues of game balance. If characters are too powerful, the game is not challenging and thus less fun. If the characters are too weak, the game is overly difficult, and likewise less fun. But perhaps the most important consideration is the worry that certain character options will be more or less powerful than others. This prevents players from fully enjoying the sorts of characters they wish to play.

Future articles give more detail on the concepts of balance and character value in a role playing game. For now, bear in mind the pitfalls of each of the above three primary styles.

The character type system is the least versatile of the styles, as players have less option to mix and match their abilities. However, it can be the most balanced, as you know exactly what each character type can do. This is one of the fundamental rules of RPG creation; the more choices the player can make, the more likely it is that the rules will interact in an unforeseen way to give that player an undue advantage or disadvantage.

The skills system is the most versatile option, and as such, carries the most risk for balance. Players using this system not only have full creative control, there need not be any specific rhyme or reason to the choices of abilities. Combinations that might otherwise be impossible might very well become common. Even if the designer balances all of the abilities individually, the skills system, especially at its most versatile, offers the most potential for unforeseen imbalances.

The ability list system holds to an average point, which in many ways gives it the both the advantages and disadvantages of both RPG systems. The list system, especially depending on the number of lists available, offers the potential for unforeseen combinations. Importantly, just because players purchase entire lists of abilities does not mean that the potential combinations of individual abilities cannot become overpowering. The list system does tone down on combining only the most powerful of abilities, though, and also tends to lessen the actual number of choices a player can effectively make.

The Solution: In the role playing game I created, Quests of the Realm, I use a system balanced somewhere between the abilities and the skills system. Players have a number of points to devote to ten different lists of abilities, with the points spent and their level determining which abilities from the list they get. Players cannot select individual abilities from a certain list, but must pay all requisite costs to get to the higher-level abilities of each list. Generally speaking, a player can specialize in three or maybe four of the ten lists. There are also certain aspects of creation that use a more standard skill system, which generally have limited effect on combat (where stats are most important).

To make this system work, I use a number of tactics to minimize the disadvantages of my chosen styles. One of the weaknesses of the list system is that it might limit creative control some. To solve this, I keep the lists broad in scope. For instance, there isn't a list for weapon skills, magic, psychic powers, and so on. There is a list for attacking, defending, stealth, and the like. It is a strict rule in QoTR that the description of a character's abilities must reflect the character's stats, but do not affect them. A mage is not necessarily better at dealing massive damage to multiple foes than a warrior, although certainly a warrior who chooses to be strong in such a field is going out of the box for its archetype.

Using this rule, players may create any sort of character they wish, without fear of limiting their stats. A mage does not have to be a frail, defenseless pushover once you get past its spells. A rogue does not have to be unable to hold its own in a stand-up fight. And so on.

However, by the same token, players get no free abilities for choosing a certain type of character to play. A mage who doesn't choose the ability list that allows it to deal massive harm to multiple foes cannot throw the gloriously large fireballs that are some common to that archetype. It uses its magic in other ways.

To help tone down potentially game-breaking power plays, I made use of two balancing factors. The first is the advancement system. Character advancement occurs at a rate based on the actual difficulty of the encounter. This is to say, you might be fighting a foe ten levels higher than you, but if you take it down in your first move without suffering a single hit, you don't get very far where advancement is concerned. The problem with power playing is not creating a character that can defeat powerful foes. If that were the case, the person running the game could just throw in stronger opponents, maintaining the challenge and solving the problem. However, in many role playing games, comparative level of power determines advancement. Using this style, stronger opponents only hasten the growth of character power, which compounds the problem.

My second tactic is simple: if all of the abilities are powerful, and all characters (main characters and opponents alike) have the same options for character building, no one can claim an undue advantage. I don't see a value in limiting the efficacy of character abilities. Most role playing games have something of an epic or heroic feel, so why not let the characters be epic and heroic? And if you prefer games where the characters are outmatched, it's easy enough to use opponents several levels higher than they are to handle things.

A role playing game designer's most important choice may be the abilities it allows characters in the game to possess. Do not fall into the trap of limiting characters to only a few possibilities so overburdened by limits that they cannot function. Separating stats from description, making the players work to earn their levels, and making sure that every ability has its uses are three excellent tactics to keep an RPG customizable without compromising its balance.








Copyright © 2006 Dustin Schwerman.

Dustin Schwerman has been playing RPGs for over a decade, using an analytical approach to critically evaluate the game systems (and so to create the most powerful characters he could get away with). He used the extensive experience gained doing so to create his own game, Quests of the Realm. QoTR focuses on unlimited character customization, relying on its author's understanding to detect and counter game-breaking power plays. Though balanced, QoTR still allows players to create highly effective characters and run them through heroic story lines. To contact Dustin, read more of his writings, or learn more about Quests of the Realm, visit his web site, Quellian-dyrae [http://www.quelliandyrae.com].


No comments:

Post a Comment