Incompatible Design Goals
Posted: Tue May 11, 2010 7:46 pm
So lately there has been a number of discussions about how the 4e design team have a bunch of ideas that simply do not and cannot be made to harmonize. And a lot of them are just stupid, things like "people should use this ability every episode because it's their signature ability" vs. "people shouldn't use this ability every episode because powerful abilities should be used sparingly." Obviously they should just grow a pair and choose one of those. But there are actually design goals that are rational to have, which nevertheless are contradictory. People have no problem believing or wanting contradictory things, and so it is that simply putting a target somewhere along a direct slider between two goals likely fails to meet one or both.
The goal then is to find a completely orthogonal change that allows us to have the results closely approximate both goals simultaneously.
Conflict: Time Between Turns
No one likes bing told that their character won't have anything to do for 15 minutes, it makes people lose give-a-shit with the game. On the flip side, people want some fucking descriptive text in their actions. With just 3 minutes per player's turn (the length of an average commercial break), just five players acting between your last and next turn (including the gamemaster) brings you up to yes, 15 minutes. Tell people that they get to or have to make their turns shorter and they feel detached. But if you don't, it's a long time between their actions and they feel detached. Truly it's a lose-lose situation.
Even after making obvious concessions like providing grossly simplified decision matrices for conjured assistants and members of Team Monster, the simple fact is that if each person takes a decently long turn of cooperative storytelling, then it'll be a long time before each person's turn for storytelling comes up again.
Orthogonal Idea: Interrupt actions like Attacks of Opportunity and Saving Throws can be remarkably effective as far as that goes. That is, even if people get a lot of "face time" during their actual turns, if players get to perform minor actions and roll a die at various points between their turns, the total amount of time between player turns can be kept relatively low. Saving Throws can be expanded into Soak Rolls or Defense Rolls so that players get to roll dice every time they are attacked, and interrupt actions can be expanded to covering fire so that players who stay in the back and get protected by the plate wearers up front still get to roll dice.
Conflict: Signature Super Moves
A move is your signature move because you use it. A move is super because you used something else before that move. If you let people use them all the time, then players will. If you don't let people use them, it's like they don't have them.
Recharge time basically just makes players use their abilities in a consistent rhythm, which in turn is as boring as watching someone play World of Warcraft. Adventure charges make players horde abilities so dearly that they essentially don't have them.
Orthogonal Idea: A WoF system can make signature moves come out at various plausible statistical frequencies. And since they come online at random times, they won't always come out in the same order, solving the "five moves of doom" problem that the 4e Encounter power creates.
The WoF can be married to Encounter Poweresque charge casting and actually generate people questioning whether to use a super power right now or not. Because the question "do I use super move X or wait for super move Y to be available and use that instead" is way more tactically deep than "do I use super move X this turn or next turn?"
Conflict: Timely Expressive Character Development
Most people will tell you that broadly speaking creating a character that is unique is good. There are limits of course, in that "laser toting star patrolman" is probably not a valid character concept for a fantasy heartbreaker, but in general people want moar options. But they also want chargen to be over in a reasonable length of time. Noone likes the "character generation" session. That's bullshit!
Orthogonal Idea: Choices can be cordoned off from one another and made independently. Making a choice from 100 possibilities is going to take a long time. But making a choice from 10 can be done in a short time. If you make two independent choices from 10 each time, you will have in total generated 100 distinct possibilities. But not only did you only have to write up 20 real choices, but the player was able to make that decision in a shorter amount of time. Column A and Column B really can cover both the need for speed and the need for options.
-Username17
The goal then is to find a completely orthogonal change that allows us to have the results closely approximate both goals simultaneously.
Conflict: Time Between Turns
No one likes bing told that their character won't have anything to do for 15 minutes, it makes people lose give-a-shit with the game. On the flip side, people want some fucking descriptive text in their actions. With just 3 minutes per player's turn (the length of an average commercial break), just five players acting between your last and next turn (including the gamemaster) brings you up to yes, 15 minutes. Tell people that they get to or have to make their turns shorter and they feel detached. But if you don't, it's a long time between their actions and they feel detached. Truly it's a lose-lose situation.
Even after making obvious concessions like providing grossly simplified decision matrices for conjured assistants and members of Team Monster, the simple fact is that if each person takes a decently long turn of cooperative storytelling, then it'll be a long time before each person's turn for storytelling comes up again.
Orthogonal Idea: Interrupt actions like Attacks of Opportunity and Saving Throws can be remarkably effective as far as that goes. That is, even if people get a lot of "face time" during their actual turns, if players get to perform minor actions and roll a die at various points between their turns, the total amount of time between player turns can be kept relatively low. Saving Throws can be expanded into Soak Rolls or Defense Rolls so that players get to roll dice every time they are attacked, and interrupt actions can be expanded to covering fire so that players who stay in the back and get protected by the plate wearers up front still get to roll dice.
Conflict: Signature Super Moves
A move is your signature move because you use it. A move is super because you used something else before that move. If you let people use them all the time, then players will. If you don't let people use them, it's like they don't have them.
Recharge time basically just makes players use their abilities in a consistent rhythm, which in turn is as boring as watching someone play World of Warcraft. Adventure charges make players horde abilities so dearly that they essentially don't have them.
Orthogonal Idea: A WoF system can make signature moves come out at various plausible statistical frequencies. And since they come online at random times, they won't always come out in the same order, solving the "five moves of doom" problem that the 4e Encounter power creates.
The WoF can be married to Encounter Poweresque charge casting and actually generate people questioning whether to use a super power right now or not. Because the question "do I use super move X or wait for super move Y to be available and use that instead" is way more tactically deep than "do I use super move X this turn or next turn?"
Conflict: Timely Expressive Character Development
Most people will tell you that broadly speaking creating a character that is unique is good. There are limits of course, in that "laser toting star patrolman" is probably not a valid character concept for a fantasy heartbreaker, but in general people want moar options. But they also want chargen to be over in a reasonable length of time. Noone likes the "character generation" session. That's bullshit!
Orthogonal Idea: Choices can be cordoned off from one another and made independently. Making a choice from 100 possibilities is going to take a long time. But making a choice from 10 can be done in a short time. If you make two independent choices from 10 each time, you will have in total generated 100 distinct possibilities. But not only did you only have to write up 20 real choices, but the player was able to make that decision in a shorter amount of time. Column A and Column B really can cover both the need for speed and the need for options.
-Username17

