Protectable Roles
Posted: Wed Oct 21, 2009 6:50 pm
Much discussion has been had of late as to the nature of "role protection" and its potential utility in the design of a table top role playing tactical game. And it is a difficult thing to get one's head around - not the least because the purpose and the execution are wildly different from the most successful games that have utilized strong role protection in the last few years. Which in turn should not surprise us, because those games have invariably been computer games that are played from your fucking house while you are alone.
Anyway, the following is an example of a set of characters and their roles that could be defined and protected within a game. These are gimmicks that characters have that make them special and unique, and by extension gimmicks that would not be allowed to be split up or siphoned off by copycat characters. Notes also that of course, many (indeed all) of these characters will have abilities that are not protected. The fact that Cheshire can swing a blade does not have meaningful impact on whether other characters can.
Cheshire
Cheshire is a swordsman who fades in and out of reality, has a winning smile, and stabs things by always being where he needs to be. Cheshire can teleport to where he needs to be and make favorable melee attacks against them. He can also fade out of reality for short but extended periods, allowing him to avoid being attacked altogether.
What Can Be Protected: There's no pressing need for anyone else to teleport in combat, or even to have incorporeality. Cheshire can be the undisputed master of mobility, able to bypass more battlefield terrain and cover than any other character. Enemy leaders can look forward to being stabbed in the back - by Cheshire.
What Can't Be Protected: You can't copyright "stabbing people," nor can you hold a monopoly on "moving" or "looking cool." Obviously, other characters are going to want to do those things, and even have abilities that allow them to do them very well. Furthermore, while Cheshire can be the only guy who becomes unattackable by fading out of reality, he can't be the only character who can skip out on being attacked - after all other characters could just go inside or something. Other players can still get auras of peace or cocoons of stone or whatever to get a similar game mechanical effect.
Soot
Soot is a spooky demonologist who summons up one of a small collection of fiery demons, and has them do most of his fighting for him. He can select between his Hell Hound, his Nightmare, his Doom Knight and his Fire Elemental depending on his needs of the moment. He can dismiss whichever he is currently using and quickly call up another.
What Can Be Protected: Soot's tactical options are mostly defined by whatever demon he has out at the moment, and that demon is pretty nearly the equivalent of one of the other characters. Soot is balanced as a whole by the fact that he presumably chose a demon relatively suited to the situation, and his demon still has a vestigial wizard attached to it that opens up a few "being in two places" options. And there's no reason that any other character should be able to have a pet that is nearly that powerful. Indeed, since other characters are doing competitive stuff right now, it would be totally broken if they picked up a pet that was nearly the equal of one of Soot's.
What Can't Be Protected: People can set shit on fire. Some pitch, some flint, some steel, it's totally a reality. Furthermore, people can hire some thugs for like money and shit. Soot can't own the idea of having pets or starting fires.
Titus
Titus is a time mage who runs around in a blue cloak and stabs people with a trident. He can slow time down and he can speed it up. He debuffs opponents with slows and he buffs allies with hastes. And he can change ocean currents and make people wither with seeming age. And stab them in the face with a trident.
What Can Be Protected: Ultimately you win the battle with actions and you lose the battle with actions as well. Adding extra actions to your side and taking them away from the enemy is a huge deal that is immediately noticeable, and it's entirely defendable as a schtick. He can be the only guy fucking with the action count, and that's plenty special.
What Can't Be Protected: You can't get pissing just because other people are tossing buffs or debuffs. People are going to do that shit. And stabbing people in the face is older than dirt. You can't protect that either. While he could copyright the specifics of his wither power, the fact is that "weakening" an opponent is fundamentally available to pretty much anyone (through poison or even just attacking at the end of the day).
Asena
Asena is a young girl who is possessed by an evil wolf ghost. She floats around in a chittering shadow of malevolence holding onto a giant saw that she uses to cut people to pieces. Also, the wolf spirit can reach out and grab other objects and throw them around and even puppet other people for short periods of time, but it always goes back to tormenting Asena. The torrent of darkness she lives in is a literal nightmare, and drives lesser men to flee in panick.
What Can Be Protected: Domination effects are incredibly powerful and game changing. And even though Asena spends most of her time doing telekinetically assisted leaps to hack people to death in a frenzy of saw cuts, it is actually borrowing enemies for short periods of time that is going to be the most in-your-face tactical effect. And it is that power that Asena can hold onto as her own.
What Can't Be Protected: Being fast, throwing stuff, and murdering people with a sharp implement are things that real people can really do, and you can't claim prior art on any of that shit. Even being scary isn't something that a player can call dibs on, because scaring enemies away is part of the job when you're expecting to kill large numbers of goblins anyway.
Helene
Helene is a gorgon. She has snakes growing out of her head, and she can turn people into stone with her gaze. Also, she has three different kinds of snake poison that she can and does milk and save. She carries a shield that is festooned with javelins that she has previously poisoned and a boar spear (also poison).
What Can Be Protected: Having a deadly and reactive ranged attack that you can use even if surprised is no small thing. And it is not unreasonable for Helene to be the only person on the team who has such.
What Can't Be Protected: Anyone can use a spear or throw a javelin. Heck, poison is something you can just buy. While Helene can be the only character with poison snakes on her head, her player has no legitimate claim to keep other characters from poisoning spikes on their gauntlets or some shit to get their own poison hand to hand attacks.
Meesha
Meesha is a singer whose songs call woodland animals to her aid. She dresses like a Disney Princess and sings. Then actual combat is done on her behalf by birds and deer and such. What she has to work with each battle is fairly random, and none of it is that effective. But she puts a lot of chaffe on the ground and she can reasonably expect to tie up a number of enemies.
What Can Be Protected: Horde summoning is so potentially useful that the 4e D&D design committee won't even let you do it. And once you've bought a set of real estate in the action economy, it is reasonable to demand that other players not buy the same parcel.
What Can't Be Protected: As previously noted, you can't copyright having pets or troops at all. Also, you can't expect that no one else at the table is going to be artistic.
Now as you can see, there are a number of places where the DM may have to bring the foot down. If Titus wants to have a teleport that is based on stopping time... he can't. He can have a time stop that gives him a burst of regular movement that other characters can't respond to (which is a lot like a teleport), but actually phasing to the other side of a wall of fire is Cheshire's "thing" and Titus can't do it.
-Username17
Anyway, the following is an example of a set of characters and their roles that could be defined and protected within a game. These are gimmicks that characters have that make them special and unique, and by extension gimmicks that would not be allowed to be split up or siphoned off by copycat characters. Notes also that of course, many (indeed all) of these characters will have abilities that are not protected. The fact that Cheshire can swing a blade does not have meaningful impact on whether other characters can.
Cheshire
Cheshire is a swordsman who fades in and out of reality, has a winning smile, and stabs things by always being where he needs to be. Cheshire can teleport to where he needs to be and make favorable melee attacks against them. He can also fade out of reality for short but extended periods, allowing him to avoid being attacked altogether.
What Can Be Protected: There's no pressing need for anyone else to teleport in combat, or even to have incorporeality. Cheshire can be the undisputed master of mobility, able to bypass more battlefield terrain and cover than any other character. Enemy leaders can look forward to being stabbed in the back - by Cheshire.
What Can't Be Protected: You can't copyright "stabbing people," nor can you hold a monopoly on "moving" or "looking cool." Obviously, other characters are going to want to do those things, and even have abilities that allow them to do them very well. Furthermore, while Cheshire can be the only guy who becomes unattackable by fading out of reality, he can't be the only character who can skip out on being attacked - after all other characters could just go inside or something. Other players can still get auras of peace or cocoons of stone or whatever to get a similar game mechanical effect.
Soot
Soot is a spooky demonologist who summons up one of a small collection of fiery demons, and has them do most of his fighting for him. He can select between his Hell Hound, his Nightmare, his Doom Knight and his Fire Elemental depending on his needs of the moment. He can dismiss whichever he is currently using and quickly call up another.
What Can Be Protected: Soot's tactical options are mostly defined by whatever demon he has out at the moment, and that demon is pretty nearly the equivalent of one of the other characters. Soot is balanced as a whole by the fact that he presumably chose a demon relatively suited to the situation, and his demon still has a vestigial wizard attached to it that opens up a few "being in two places" options. And there's no reason that any other character should be able to have a pet that is nearly that powerful. Indeed, since other characters are doing competitive stuff right now, it would be totally broken if they picked up a pet that was nearly the equal of one of Soot's.
What Can't Be Protected: People can set shit on fire. Some pitch, some flint, some steel, it's totally a reality. Furthermore, people can hire some thugs for like money and shit. Soot can't own the idea of having pets or starting fires.
Titus
Titus is a time mage who runs around in a blue cloak and stabs people with a trident. He can slow time down and he can speed it up. He debuffs opponents with slows and he buffs allies with hastes. And he can change ocean currents and make people wither with seeming age. And stab them in the face with a trident.
What Can Be Protected: Ultimately you win the battle with actions and you lose the battle with actions as well. Adding extra actions to your side and taking them away from the enemy is a huge deal that is immediately noticeable, and it's entirely defendable as a schtick. He can be the only guy fucking with the action count, and that's plenty special.
What Can't Be Protected: You can't get pissing just because other people are tossing buffs or debuffs. People are going to do that shit. And stabbing people in the face is older than dirt. You can't protect that either. While he could copyright the specifics of his wither power, the fact is that "weakening" an opponent is fundamentally available to pretty much anyone (through poison or even just attacking at the end of the day).
Asena
Asena is a young girl who is possessed by an evil wolf ghost. She floats around in a chittering shadow of malevolence holding onto a giant saw that she uses to cut people to pieces. Also, the wolf spirit can reach out and grab other objects and throw them around and even puppet other people for short periods of time, but it always goes back to tormenting Asena. The torrent of darkness she lives in is a literal nightmare, and drives lesser men to flee in panick.
What Can Be Protected: Domination effects are incredibly powerful and game changing. And even though Asena spends most of her time doing telekinetically assisted leaps to hack people to death in a frenzy of saw cuts, it is actually borrowing enemies for short periods of time that is going to be the most in-your-face tactical effect. And it is that power that Asena can hold onto as her own.
What Can't Be Protected: Being fast, throwing stuff, and murdering people with a sharp implement are things that real people can really do, and you can't claim prior art on any of that shit. Even being scary isn't something that a player can call dibs on, because scaring enemies away is part of the job when you're expecting to kill large numbers of goblins anyway.
Helene
Helene is a gorgon. She has snakes growing out of her head, and she can turn people into stone with her gaze. Also, she has three different kinds of snake poison that she can and does milk and save. She carries a shield that is festooned with javelins that she has previously poisoned and a boar spear (also poison).
What Can Be Protected: Having a deadly and reactive ranged attack that you can use even if surprised is no small thing. And it is not unreasonable for Helene to be the only person on the team who has such.
What Can't Be Protected: Anyone can use a spear or throw a javelin. Heck, poison is something you can just buy. While Helene can be the only character with poison snakes on her head, her player has no legitimate claim to keep other characters from poisoning spikes on their gauntlets or some shit to get their own poison hand to hand attacks.
Meesha
Meesha is a singer whose songs call woodland animals to her aid. She dresses like a Disney Princess and sings. Then actual combat is done on her behalf by birds and deer and such. What she has to work with each battle is fairly random, and none of it is that effective. But she puts a lot of chaffe on the ground and she can reasonably expect to tie up a number of enemies.
What Can Be Protected: Horde summoning is so potentially useful that the 4e D&D design committee won't even let you do it. And once you've bought a set of real estate in the action economy, it is reasonable to demand that other players not buy the same parcel.
What Can't Be Protected: As previously noted, you can't copyright having pets or troops at all. Also, you can't expect that no one else at the table is going to be artistic.
Now as you can see, there are a number of places where the DM may have to bring the foot down. If Titus wants to have a teleport that is based on stopping time... he can't. He can have a time stop that gives him a burst of regular movement that other characters can't respond to (which is a lot like a teleport), but actually phasing to the other side of a wall of fire is Cheshire's "thing" and Titus can't do it.
-Username17