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So, here we are developing games that are lean and tight and loaded with gleaming teeth.
But so many of them ring flat for me. I can't explore and enjoy these systems; there are no knobs to turn, no levers or dials. I really, really like mechanically differentiating players' abilities in customisable ways. I really, really like mechanics that produce sharp, focused, player-driven action.
But mysteriously, I've never seen these two strategies working together. There're embryonic forms, like Keys, but these are like d&d2's nonweapon proficiencies. Where are the 3e feats? Why can't I mess with the Fanmail economy, or do weird timing things with Trust?
I have suspicions about this, but I don't want to sling them around too soon here. I'd kind of feel like I was flaming for no sensible reason.
Were all those fiddly bits, and the layer after layer of new fiddly bits, trying to find ways to build things that were too simple for the system to build?
Bluntly, I think this move toward simpler is overcorrection and factionalisation.
I mean, combat is: opponent + stick sharp things in + take their stuff. And yet, it has been made mechanically and descriptively interesting.
We've done baroque and we know that now. We've done simple and we know that now. I would like to believe we're getting over both those phases now, and have the craft to make systematically, elegantly complex systems.
We can make things more complicated: Suppose a game where you can flag any character with "Trusted" or "Distrusted." Suppose that it has some kind of hanfway interesting conflict system, as Dogs or HQ. This gives you a crazy world of mechanical hooks to hang neat idiosyncratic mechanics off.
In the world of fiddly chargen tricks, you can make Trust Intervenes; with this power, someone who you Trust can pre-empt your action in conflict to do something. You can make Trust Restores; when someone you Trust moves to assist you, it replenishes your resource reserves. And so on. Made with craft and attention, this design stuff changes the pattern of choices you get to make mment-to-monent in play, or (as with the mechanics I've described) influences the way others make choices. That's what I want.
Piers, I have thought about that. Eventually I'll come back to it and talk about it.
If your core is focused enough, and the things hanging from it are restricted to control and alter the relationships of items in the core...
Important themes, and powerful stories, probably resist that kind of dissection.
Really, why do you think so?
Parenthetically, I do not care about themes. Until I actually have a clear understanding of what themes are, they are getting in my way. I'm actually much more interested in pacing and structure in a more general sense.
What matters, Jason?
There's this idea that a system has to sit very still and be very quiet in a narrative game, or else it'll accidentally tip over the story and smash it on the floor.
I get the impression that people think this sometimes too.
When's the destructive child System going to grow up? How have we been raising him to behave?
and also the least interested in touchy-feely hippie freeform lets-all-get-along stuff.
Hehe. Somewhat true. I do prefer the slightly less touchy, slightly less freeform, "Look, if we get along life will go better for the both of us." Freeform is the same thing as the GR, "don't blame the designer," but in this case it's 'cause he didn't actually do anything.
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