Macklin-Roby Game Design Philosophy

Josh Roby & I have been tinkering with ideas for some time now, between exchanging notes about our work on the Smallville RPG he designed and the Leverage RPG I was editing, working on small-form games like our Vicious Crucible project (which sorely needs an update), and some other ambitious ideas we keep talking about (like the Atlantis Risen project I mentioned while at Gamex). As with any partnership, we’ve started talking in partner-speak and form partner-thoughts. One that drives our designs, individually and together, can be summed up as:

Role-playing games are driven by a die shtick and a coin trick.

This shouldn’t be taken as a universal, but it’s how we think about the games we design and the games we engage with. We look at where the die shticks[1] are, where the coin tricks are, and how they intersect.

And when we see a game that doesn’t have one of those to, that also makes us think. (Like how A Penny For My Thoughts has no die shtick.)

The die shtick

The “die shtick” is about some sort of trick or gimmick used to make rolling dice interesting, compelling, desired, or something else beyond a passive throw.

  • In Cortex Plus (Smallville, Leverage), there’s the gathering of polyhedrals based on what you’re doing, reinforcing your actions & the fiction. And 1s on rolls trigger interesting situations.
  • In Fate, the number of shifts you get beyond the target needed can be spent to achieve other effects. Notably in combat, they do Stress, but you can also use them to make your task happen faster — I love the Time chart — or improve quality or in some cases create additional aspects.
  • In Dragon Age Tabletop RPG, the Dragon Die can give you Stunt Points to do additional effects, if between the three dice you roll you get doubles. (I really dig on this mechanic. It’s like critical successes taken to a new level.)
  • In In Nomine, getting triple 1s means a “Divine Intervention” and triple 6s means “Infernal Intervention.” A crit success/failure that depends on what you’re doing.

A “card shtick” can stand in for a “die shitck,” as with Primetime Adventures.

The coin trick

Sometimes this is a long-standing economy, and other times it’s a way of tracking state and flow. Whatever it is, the handing back and forth of a token for whatever reason (even if it’s not physically done, just on paper), is what Josh & I call a “coin trick.”

  • Fate’s Fate Points & Cortex Plus’ Plot Points are about a currency gained from complicating your current situation, spent to be more badass or power special effects later on. (This is probably the most common form of coin trick I’ve seen, though there are many variations on the theme. I particularly like Smallville’s Earns in Distinctions.)
  • A Penny For My Thoughts is built upon a coin trick. The coins you have determine the length of your story at the moment, and the handing of it says which direction it will go.
  • Primetime Adventures’ fan mail, coins spent by the Producer to fuel a high challenge, rewarded to the players by each other for moments they enjoy in the show, is a pretty potent one. A small-form game I was tinkering with a bit ago, Five Furious Fists of Tiamat, used fan mail. I was happy with the result.
  • I waffle on whether I’d count interesting XP gain systems as a coin trick. But games like The Shadow of Yesterday/Solar System or Apocalypse World do have some neat ways of gaining XP that might count. There’s much less of a flow there, and more simple pure-motivation, but it’s a far cry from nothing. Right now, I would count them.

Games without coin tricks feel pretty dated to me. New ones that lack it have that sense of “going back to old school.” It’s also helped me understand why certain games bore me–there’s no coin trick to help drive my interest.

[Edit] Which is, as I realize after reading Daniel’s comment below, is the point. The coin tricks I see are those that push character & player motivations. The die shticks that I see are those that give depth the a moment of randomness, so that it’s not just a binary pass/fail at once.

Now, this is not a universal, “have this or your game sucks” philosophy. But it’s what Josh & I look for in our own designs and when unpacking games we’ve played. What do you look for?

- Ryan

[1] Which until today we’ve called a “die trick,” but I feel “die shtick” fits better.

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[s7s] Where Wingcloaks Come From

Batman (firstly) but also this:

http://www.newscientist.com/article/mg20427341.300-dont-pack-your-parachute-totally-free-fall.html?full=true

Enjoy!

Crazy Busy

Well, November is packed with (writing/editing) work:

* Freelance editing project, at my day-job rate.
* Starting DFRPG edit work Real Soon Now. [1]
* Working on STotC at odd moments. [2]
* UA PDF project progressing. [3]
* Day-job editing of many, many 2 yr old DOCs.
* Once again, pondering Hyperworld. [4]

I think that this weekend is the last anyone will see me in a social context until December.

NOTES:
[1] That would be the Dresden Files RPG.
[2] That would be the Strange Tales of the Century sourcebook.
[3] That would be the Thin Black Line, the Order of Saint Cecil sourcebook.
[4] That would be the revisiting of my "Hyperworld vs. the Invadroids" CiaB. . . and a backdoor new edition of T&J under the PDQ# rubric.

[dresden] Links!

For your reading pleasure:

Happy Birthday, Harry: We Have A Target

and

http://tvtropes.org/pmwiki/pmwiki.php/Main/TheDresdenFiles

(That latter link will keep you reading for HOURS.)

ALSO, because I am a tres geeky fanboi, I was thinking today that if I saw a story where Harry Dresden and Vlad Taltos teamed-up, I'd probably plotz.

(Then, I thought about Vlad teaming up with Locke Lamora and Jean Tannen, and I DID plotz. Then, I thought about the Three Musketeers teaming up with Cyrano and Captain Alatriste, and plotzed halfway through the thought. We shall not speak of the Kirk and Sheridan team up, or the Matthew Gideon and Malcolm Reynolds team up.)

Hm.

I am pondering constructing a PDQ# hack for Truth & Justice, along the lines of the Space Opera Hack.

There's a lot of lessons learned since T&J came out -- two whole books from me, and whatnot.

Hm. I wonder if I should build this as the "Hyperworld" hack, and test it a couple times as a pick-up game at upcoming cons.

If I could make that work, it would kinda rock.

(more pondering)

[s7s] All Questions Answered!

(Reposted from the S7S yahoogroup.)

Swashers:

As (many of you) know, I usually do not answer direct questions on S7S. Mostly, this is because I believe that once a book hits the wild, I should keep my trap shut except in cases of errata. I am VERY interested in what each and every group brings to the table, in answering questions in the text.

I hope paying attention to these questions makes me a better and clearer writer.

HOWEVER.

Over the past couple weeks, it has seemed that questions have been posed that never received answers.

I find this intolerable.

Thus, if you have posed a question and not received an answer, repost it in this thread, and I will assay a response. Note that I do not claim primacy for my particular answer to said questions; I'm just the guy who wrote the thing, other folks will make it live and breathe for their groups.

But I DO want to address issues that people have raised in some wise.

So, if you asked a question that never got an answer (satisfactory or at all), re-pose it in this thread, and I will give you my take. It may be messy or idiosyncratic, but it will be an answer.

Thank you.


I will answer questions here, on LJ, if necessary -- but I prefer to do so on the yahoogroup.

Remember:

http://groups.yahoo.com/group/S7S/

[s7s] Two New SWASHBUCKLERS Reviews!

http://rpg.geekdo.com/thread/429022
Physically, the hardcover of S7S is a gorgeous 320 page book. The interior illustrations, all fine and useful (ranging from ships to characters) are all black and white, but the cover gleams and stands out. Fred Hicks of Evil Hat, who did the cover, did an excellent, appealing job here. Even if a book is not judged by its cover, this book, sitting in an FLGS screams "pick me up and check me out", even if the cover doesn't tell you what the game is in the same way.


http://geekbuffet.wordpress.com/2009/08/08/ahoy-there-an-excellent-swashbuckling-rpg/
Why you should go pick up a copy of S7S is simple: few games are as accessible, intuitive and richly devoted to players’ creative well-being as this one. Now I’m off to liberate a Crailese freighter of its most burdensome cargo!



Check 'em out!

Roll Credits!

In the wake of the multi-year "mostly dead" status of Pen & Paper, and the looming demise of Geocities (where my other publications credits are listed), I have begun to try and assemble a decent CV of my work in the gaming industry over the past few days.

It's harder than I thought it would be (especially for an egotist like me!)... apparently I did not keep adequate track of ALL of the work or award nominations I received.

Still, I can say, with some assurance that, since 1998, I have worked on...

20 RPG books

and wrote

50 articles or columns.

. . .

Whoa.

Still assembling data; will let you all know when the credits page on the ASMP site goes live.

[s7s] Wiki, ho!

Once again, I would like to point out the S7S wiki, here:

http://s7s.wikidot.com/

Please add to the 7 Skies -- whatever thrills you, buckles your swash, makes you happy.

That is what is it there for.

[s7s] ENnie Awards Nominations!

Swashbucklers of the 7 Skies has been nominated for two 2009 ENnie Awards:

Best Setting and Product of the Year!

Other fine product nominees, for each category, include:

Best Setting
* The Dreadful Secrets of Candlewick Manor, Arc Dream Publishing
* Hot War, Contested Ground Studio
* Pathfinder Chronicles Campaign Setting, Paizo Publishing
* Slipstream, Studio 2 Publishing

...and...

Product of the Year
* Dark Heresy: Disciples of the Dark Gods, Fantasy Flight Games
* Don't Lose Your Mind, Evil Hat Productions
* Dungeons & Dragons 4th Edition Players Handbook, Wizards of the Coast
* Hunter: The Vigil, White Wolf
* Mouse Guard, Kunoichi/Archaia
* Scion: Ragnarok, White Wolf
* A Song of Ice and Fire Roleplaying, Green Ronin
* Starblazer Adventures, Cubicle 7 Entertainment, Ltd
* Star Wars: The Clone Wars, Wizards of the Coast

As ever, it is an honor to be nominated.

Full list of nominees in all categories here.

Voting begins on July 24th!