Handwaving and falling off the RNG
Posted: Fri Jul 04, 2014 11:05 am
In the game I ran last night, one of my players was sneaking around a dilapidated castle whilst the others were talking to the villain over dinner*. The game I'm running is a homebrew which includes an etiquette system with the possibility of Oscar Wilde-like battles of putdowns, which has played well thus far. Because the possibilities of them failing an etiquette roll and fucking up disastrously were both low and would also have radically disrupted the mood of the scene, we weren't making rolls for it - it was simply being handwaved, in the same way as one handwaves a lot of unimportant rolls in a game. This got me thinking.
There are basically two forms of handwave:
"Your chances of failure are sufficiently low *and* the consequences of failure are sufficiently disruptive - don't bother rolling, you succeed."
"Your chances of failure are sufficiently high *and* the chances of success are sufficiently disruptive - don't bother rolling, you fail."
In the first case, we can include such things as your character accidentally dying in an everyday car crash on the way to the heist in a shadowrun game. Yes, it can happen, but it would ruin the fun. In the second case, we can include such things as your character winning the lottery in a call of cthulhu game, then using the funds to buy a media empire and expose the cultists. Yes, it can happen, but it would ruin the fun. I don't feel that I'm alone in saying that a good GM will avoid both of these cases, and a good player will mostly thank them for it.
It later occurred to me that a good way of representing this might be with a disciplined attempt to design the system so that you "fall off the RNG" in either direction at the point where handwaving would happen anyway. That way your system and your world don't contradict, and you lose nothing by handwaving it - rather, your system reinforces the way you GM.
For example, in a superhero game, there is nothing to be gained by having Spiderman lose to a nameless mook. Sure, having that possibility in the game adds an element of danger, but if it actually happens then it turns the game from a superhero game into a comedy of errors. It's not what the players want, it's not what the GM wants. The possibility of failure should come up in the fight with the BBEG, where suddenly it becomes dramatic and tense instead of deflating the mood.
Therefore, we set our RNG so that the lowest point that is still on it is the point at which it is dramatically appropriate to lose, and we set it so that the highest point on it is the point at which it is dramatically appropriate to win. Falling off in either direction then becomes both dramatically appropriate and also what you were doing anyway.
The main difficulty with this is obviously that it requires tremendous designer discipline. It must not be possible to gather a +1 from here and a +1 from there until you're able to fall off the RNG in a way that doesn't seem feasible. The designer needs to heavily restrict the maximum possible bonuses that one can get, starting with the edge cases and designing their way back in to the expected centre cases.
Does this sound like a good idea? Am I missing something?
-----
*They were in that "you're guests until you try to leave, at which point you become prisoners, so don't try to leave mmmkay?" grey area of hospitality.
There are basically two forms of handwave:
"Your chances of failure are sufficiently low *and* the consequences of failure are sufficiently disruptive - don't bother rolling, you succeed."
"Your chances of failure are sufficiently high *and* the chances of success are sufficiently disruptive - don't bother rolling, you fail."
In the first case, we can include such things as your character accidentally dying in an everyday car crash on the way to the heist in a shadowrun game. Yes, it can happen, but it would ruin the fun. In the second case, we can include such things as your character winning the lottery in a call of cthulhu game, then using the funds to buy a media empire and expose the cultists. Yes, it can happen, but it would ruin the fun. I don't feel that I'm alone in saying that a good GM will avoid both of these cases, and a good player will mostly thank them for it.
It later occurred to me that a good way of representing this might be with a disciplined attempt to design the system so that you "fall off the RNG" in either direction at the point where handwaving would happen anyway. That way your system and your world don't contradict, and you lose nothing by handwaving it - rather, your system reinforces the way you GM.
For example, in a superhero game, there is nothing to be gained by having Spiderman lose to a nameless mook. Sure, having that possibility in the game adds an element of danger, but if it actually happens then it turns the game from a superhero game into a comedy of errors. It's not what the players want, it's not what the GM wants. The possibility of failure should come up in the fight with the BBEG, where suddenly it becomes dramatic and tense instead of deflating the mood.
Therefore, we set our RNG so that the lowest point that is still on it is the point at which it is dramatically appropriate to lose, and we set it so that the highest point on it is the point at which it is dramatically appropriate to win. Falling off in either direction then becomes both dramatically appropriate and also what you were doing anyway.
The main difficulty with this is obviously that it requires tremendous designer discipline. It must not be possible to gather a +1 from here and a +1 from there until you're able to fall off the RNG in a way that doesn't seem feasible. The designer needs to heavily restrict the maximum possible bonuses that one can get, starting with the edge cases and designing their way back in to the expected centre cases.
Does this sound like a good idea? Am I missing something?
-----
*They were in that "you're guests until you try to leave, at which point you become prisoners, so don't try to leave mmmkay?" grey area of hospitality.