Links: Free Minis Rules

Minis wargaming is an important part of the gaming hobby, and thus it’s worth being conversant with its broad strokes even if it’s not your cup of tea. Recently we’ve seen three high-profile industry players make rulesets freely available, which makes it very easy for curious designers to get a sense for how the genre works. Any of the rules below would be a good starting point for a designer who wants to understand the people moving toy soldiers around at their FLGS a little better.

Privateer Press put the Warmachine and Hordes rulebooks—the entire books, art, story, and all—online. “Warmahordes” (the games are compatible, and are usually viewed as a single whole) may be the biggest tournament minis game today, and its community is intensely focused on high-level competition. If you want that kind of experience, this is the game to look toward.

Mantic Games has long offered the rules for its games free online. They’ve followed that pattern with Kings of War 2nd Edition, a game of mass fantasy battles (akin to the big set-piece fights in The Lord of the Rings). Kings of War is an easy to pick up ruleset, one that people new to minis games can learn in a turn or two. Never played a minis game before? You might profitably start here.

Finally, I’d be remiss if I didn’t mention the Age of Sigmar rules, available at no charge from Games Workshop. Age of Sigmar seems to be aimed directly away from competitive, tournament play, focusing instead on people who want to participate in narrative campaigns, use the coolest looking models without regard to whether they’re “points efficient,” and generally follow a beer-and-pretzels approach to the hobby. For those who fall in that category, Age of Sigmar has a lot of potential.

Any of the rules above and a few cut out pieces of paper will be enough to play a trial game or two. Give one (or all of them!) a try. The time will have been well-spent even if you decide not to invest in this genre of games.

Theory: Blame Your Losses on Yourself

You don’t need to be a great player to be a great designer, but it does help to play your own games reasonably well—if only so that you can participate better in playtesting. To achieve that, ask what you could have done differently after a loss. The answer to that question will be much more useful than grumping about external factors that may have contributed to your defeat.

Admittedly, it’s sometimes very hard to put a loss on your own shoulders! The temptation to blame the dice, or the cards, or your opponent’s cheesy strategy, can be strong. It’s especially so when the dice were objectively lopsided (don’t trust your memory on this! Write rolls down.).

However, saying “the dice got me” doesn’t tell you anything about your game. That feedback merely teaches that sometimes dice come up with unwelcome numbers at inconvenient times, which is hardly new information.

Taking the emphasis off of the dice, and putting it first and foremost on what you could have done, forces you onto a line of thinking that’s much more likely to end in useful design insights. Was there another strategy you could have pursued, one where the rolls you got would have been sufficient? If so, is that a strategy you want players to rely on when the chips are down? If not, does that point to a design problem, or are you willing to accept that sometimes players will lose despite having made good choices? All of those are much more useful things to think about than “dice sure do hate me sometimes.”

Of course, focusing on yourself instead of on random factors is also a great way to build skill in general—and that will further strengthen your testing. As you improve at a game, or at games writ large, you’ll be able to be say with greater confidence that a different strategy would have worked better, or that you really had no alternatives. There’s no faster or more reliable way to get to skill worthy of reliance than to put your own decisions through the wringer.

Ultimately, asking questions about your own play is a kind of quality assurance for the conclusions you’re reaching about your game. It helps guarantee that you’re identifying the right problems. You’ll find that a valuable contribution; after all, you can’t arrive at correct solutions any other way.

Theory: Test with a Random Robot

Here’s an easy test that can help determine whether your game has meaningful decisions. It’s boring and silly, but it can be very effective. All you have to do is play entirely randomly.

By “entirely randomly” I mean exactly that. Use a die or a deck of cards in place of a human player and then go from there. Let the random mechanic make every choice.

Your game passes if a person can get better results than random play. At that point you can be confident that the player’s decisions are relevant to the outcome. It might be that those decisions are boring, obvious, or otherwise not very satisfying, but the player at least needs to be involved.

Your game fails if random play beats a human who’s (a) reasonably capable of playing the game and (b) trying to win. Wins for random play mean that human players have no significant role in the game; their strategies, tactics, and choices are superfluous. They’re just there to carry out the physical steps required to move the game forward.

It’s worth noting that this test can be performed even on relatively complex games. Magic, for example, involves a lot of decisions, but you can still set up a random opponent. Does the opponent play a land? That’s a binary decision; flip a coin. OK, it does: which land? Assign each one a number and roll a die. Now it’s time to see if it casts spells, so assign each spell it could play a number, tack on an additional number for “no spell,” and roll again.

This sanity check for meaningful decisions might seem unnecessary. However, sound and fury at times signify nothing; it’s possible for the challenge of managing everything a game has going on to obscure the fact that none of it influences the outcome. (I’ve heard of at least one commercially published game where this turned out to be the case, such that a random player had the same chance to win as anybody else!) It’s worth taking an hour just to make sure you haven’t gotten lost in your own game’s complexities, and that the choices you think matter really do.

Theory: Following Up on Weather-Influenced Games

When thinking about weather-influenced board games, I asked if anyone was already going down that road. It turns out someone was!

Spider: Rite of the Shrouded Moon is a platformer-mystery game in which the environment changes based on your local weather. Playing at different times of day, or in different conditions, alters the game: perhaps different enemies appear, or an area become accessible that wasn’t before.

Just as a technical feat, changing graphics based on system location is pretty impressive. Additional art assets are needed, programming to integrate the game with the mechanisms different systems use to track and report where they are . . . creating even the most basic link between real-world and in-game weather is no small order.

What really strikes me as remarkable, though, is how S:RotSM’s designers go far beyond that. The weather is integrated into the gameplay. Making it rain in-game when it’s raining outside would have been a neat gimmick; getting real-world weather to influence what the player can do and how the player does it is truly impressive.

S:RotSM is super-cheap if you have an iDevice, and not much more for PCs. Give it a look if you have a chance.

Theory: Final Fantasy XIII is the Best in the Series

As a lawyer, I actually enjoy the occasional heated debate. Let’s start one! 😉

Final Fantasy XIII is the best Final Fantasy, because it’s the only one that lays out its challenges in a fair, satisfying way. In most Final Fantasies, the designers commit the unpardonable sin of @#$%ing the player just to demonstrate that they can—and the games are worse for it. Whatever problems it may have, Final Fantasy XIII at least refrains from lording it over the player.

Tom “Zileas” Cadwell, Riot Games’ VP of Game Design, has listed among his “basic design ‘anti-patterns’” the situation where the designers “straight up screw over the player, usually with dramatic flair, or maybe just try to make the player feel crappy in a way that isn’t contributing to the fun of the game.” He cites as a “[v]ery [s]evere” example a puzzle that the player can only solve by reading the designer’s mind, and that has painful consequences for failure. Designers who intentionally put this sort of thing into a game, Cadwell says, should be fired.

The vast majority of Final Fantasy games feature one of these puzzles that require mind-reading. They allow players to make progress . . . until they reach a point near the end of the game where there’s a dramatic increase in difficulty. It’s not possible to know in advance where that point is, or even to be sure that it’s coming; the quantum leap in challenge is signaled only by the death of the player’s adventurers in a completely lopsided battle.

What’s more, the penalty for losing that battle is substantial. First, the player loses some of her progress. Final Fantasy games don’t, as a rule, allow quicksaving; the best a player can hope for is that there was a save point not too long before the wipeout.

Second, and more critically, the only way to move forward is to seek out random fights for ten hours, or tens of hours—however long it takes the adventurers to build up enough strength, skill, and stamina to win through. Note that there’s no straightforward indication of how much of them is needed, so a player might have to lose the puzzle-battle many times, testing the waters over and over until she can finally go further. The punishment for not being able to figure out when the designers are going to clobber you can end up being a substantial portion of the overall playtime!

I’ve played Final Fantasies I, III (Japan), III (U.S.), VII, X, Tactics Advance, and XIII. Every one of those games but the last includes the anti-pattern, the moment where the designers pull the rug out and stop all forward movement without warning. I have no reason to believe the ones I haven’t played are any different.

Final Fantasy XIII is the only one to break the mold. Every time a player reaches a new location in the game, the player’s adventuring team is ready for the challenges to be found there. At no point is the player subjected to the anti-pattern, to the designers whacking him over the head for doing exactly what he’s been doing, and getting rewarded for, all along.

One might argue by way of response that death and defeat aren’t necessarily punishments in an RPG—that they can serve to advance the story. I completely agree! The unwinnable battle is a time-tested method for introducing a villain.

However, well-designed unwinnable battles avoid setting the player back unnecessarily. They’re meant as ways to advance the plot, after all, and it’s not very satisfying if the story is moving forward but the player is stuck playing catch-up. I personally saw this happen in Skies of Arcadia, an otherwise very good game with an unwinnable battle that a friend wasted hours and lots of consumables on because it seemed like victory was just out of reach. He finally discovered that it was impossible . . . at which point he couldn’t enjoy the new plot events because had to grind for money to replenish his supplies!

Final Fantasy’s puzzle-battles aren’t well-designed unwinnable fights. They aren’t even unwindable! Instead they’re simply fights with prerequisites that aren’t clear until the battle is over. They’re traps.

Some might also take exception to the idea that grinding for levels is a punishment. That’s fair. Lots of people get invested in improving their characters’ strength, and enjoy the process of doing so.

Other people don’t, however. They accept the random battles associated with walking around in a Final Fantasy game because the fighting is leavened by story progression. Grabbing these story-focused players by the throat and imposing an unexpected requirement that they grind for hours on end before they get any more plot advancement isn’t useful.

Finally, one could suggest that these situations have become a trope of the jRPG genre, and that players expect them. It suffices to say in response that mistakes aren’t corrected by repeating them.

I like Final Fantasy games—even the ones that @#$% with me. I recognize, though, that it’s not good or desirable for them to do that. To the contrary, it’s a serious design flaw, one that the series has repeated over and over. Final Fantasy XIII is the only one without that critical weakness, and that’s a major reason why it’s the best-designed outing in the series.

Theory: The Gold Standard in Thematic Design

One of the things I love about Netrunner is how the game expresses complex ideas using core mechanics. A given card will use the exact same mechanisms as lots of other cards, but still have something it uniquely, convincingly represents. Each such card is a masterwork in miniature, a perfect building block for a remarkable game.

By way of example, take a look at Yog.0.

8-17-15 - Yog.0

Yog.0 is a simple card—and an amazing design. The italicized flavor text gives us the thematic background: this card represents a tool for hackers, a database containing lots of stolen passwords. While that might seem pretty complicated, Yog.0 only needs two bits of text to fully express the concept.

To see how that’s true, let’s imagine how such a database might work in practice. The player is in the role of a hacker, and the card represents a list of passwords. If the player-hacker needs to break through security and the relevant password is listed, there’s no additional cost in time or money. She has everything she needs. If the password doesn’t appear, however, the database is useless; she must use a different tool.

Both of those aspects are represented on the card. The first is contained in the line above the italics. Without getting into the technicalities of what it means to “[b]reak” a “subroutine,” it’s clear that the player-hacker gets to make progress for a cost of zero. Furthermore, since it costs zero the player-hacker can do it as many times as she wants. Both of those are what we expect from using a list of passwords; so long as the password is in the database, the player-hacker can keep right on going, no additional input required.

Of course, it’s also important to capture the situation where the password isn’t there. That’s handled by the “3” in the lower-left corner. In Netrunner, every security system has a strength. Getting through requires a hacking program of at least equal strength, as noted in the lower-right corner.

Yog.0 has a strength of 3. Right there, we can tell which passwords are on the list. The password to get through this is:

This has a strength of 2, noted in the lower-left.
This has a strength of 2, noted in the lower-left.

But to have the password for this, Yog.0 would need a strength of 4. It doesn’t, so we know right away that this password is missing.

Strength 4 is more than Yog.0 can handle.
Strength 4 is more than Yog.0 can handle.

All of that thematic information, in one line and one number. Yog.0 doesn’t rely on its italicized flavor text to put across what’s happening; we can feel it as we rush through one code gate after another, effortlessly putting in the necessary passwords. We can also feel lit in the sudden stop when we run into something we don’t have the password for!

Compare how Yog.0 works to more complex alternatives. Password tokens could be put on code gates, and Yog.0 could come with some; a match means one can get through. We’d have to keep track of all those tokens, of course. There might also be a need to accumulate more tokens; that could be a minigame, with the player-hacker stealing new passwords. Stealing passwords doesn’t directly advance the player toward winning, though, so there need to be adequate incentives for participating in the minigame. That implies a development issue . . . .

Ack! Thematic design can very quickly lead down an incredibly complex road.

Yog.0, like many of Netrunner’s cards, is brilliant because it avoids that trap. It has all of the thematic power with none of the rules bloat. That’s the gold standard for thematic components, and the key to an elegant, yet thematic, game.

In the Lab Once More

Falling behind on my own projects is one thing, but falling behind on a project I’m working on with someone else is really lousy. Preparation for NYU has left me without time for a couple of games I’m collaborating on, so now I’m racing to catch up.

The good news is that I’m super-excited about both projects, and I have this weekend free before NYU responsibilities kick in in earnest. One of them is on the drawing board in another window as I write this, and is ready for a new prototype . . . .

Something Completely Different: A Party Game that Feels Like a Party

A friend of my wife’s loves throwing parties–the bigger the better. Since these events frequently involve a mix of people who don’t have much in common beyond knowing the hostess, she uses a game as an icebreaker. Frequently that means Werewolf.

I understand why she chooses Werewolf. It’s capable of accommodating a large number of people, and it’s quick to learn. Furthermore, it creates a focus, something that everyone can get involved in and then talk about later.

However, while Werewolf is often characterized as a party game I think it has some issues when played at an actual party. Put simply, Werewolf stops the party. First everyone has to sit down and be quiet. Then people get to talk, but primarily to accuse each other of things. Finally somebody gets removed from the game, and they have to sit separately and hope the next person to be removed is interesting to talk to.

A better party game, I submit, keeps the party going. It has Werewolf’s positives–easy to learn, fun to chat about–but allows the event to continue around it.

Here’s a first swing at the concept:

Setup:

  1. Get lots of blocks. These can be anything that players can build with–wood blocks, Legos, folded-up 3×5 cards, etc.
  2. Write some goals for what the players should build on 3×5 cards. Feel free to make the goals wacky, but they should relate to the final structure the players build. “There are no rectangular pieces touching the table,” “there are three arches,” and “the structure is at least three feet high” are all good goals.
  3. Put the goals and the blocks on a table near the door. Make sure there’s enough room on the table for the players to build the structure–two or three feet square is plenty.

Play:

  1. Give each attendee one goal card when they arrive. This should be random, but feel free to keep some goals aside for specific guests (e.g., very easy goals for small children).
  2. Tell players this: “You can add one block at a time, or take away one block. You can do this as often as you want, but you can’t go twice in a row–someone else has to take a turn before you go again. If the structure meets your goal at the end of the party, you win!”
  3. Let people play as much or as little as they like! Take a photo when everyone’s left, and put it up on Facebook or email it around so that those who left early can see if they won.

I’m pretty sure that, with the right goals, this accomplishes what Werewolf does without requiring people to decide between following the rules and preventing their toddlers from overturning the dip bowl. If you get a chance to try it, let me know!

Link: No Girl Wins

Yesterday, a woman played at Warmachine night.

In a perfect world that wouldn’t be exceptional–but, sadly, it very much was. After playing miniatures games up and down the East Coast over the course of years, I can still count the number of women I’ve seen at the minis tables on one hand. It’s so rare that I think to count them in the first place.

That was on my mind this morning when I saw No Girl Wins, Juliet Kahn’s excellent article regarding the forces, some subtle and others blatant, that discourage women from playing video games as they get older. It’s easy to see a number of the same dynamics at work in other gaming genres, minis among them.

If you haven’t yet, I would encourage you to give the article a read. It’s thought-provoking and filled with concrete factors to consider while designing. The article is well worth your time, even if video gaming isn’t within your bailiwick.

Theory: Take Notes

Careful note-taking is central to the design process. Overload is inevitable for a busy designer without a systematic approach to keeping thoughts and ideas organized. Even a designer working on a single project will run into trouble without some way to keep track of successful changes and failed experiments

Below are some guidelines I’ve found useful for note-taking. I hope you find them valuable as well.

1. Write everything down.

This might sound obvious, but things are often obvious because they’re important, and this is important. Don’t assume that you’ll remember anything. Any time you make any sort of progress on a design, write your thoughts down.

I didn’t understand how critical this would be until I started really pursuing design seriously. At that point it became clear that game design doesn’t always involve fretting over and polishing one game continuously. Sometimes that was because I had an idea that I wanted to follow up on right away; more often it was because I knew a concept might not pan out, and so I wanted to have another project “on deck.” Whatever the cause, I found that I was usually working on two or three games at once.

Nor do I have the impression that I’m unusual. If anything, I think I have fewer games in progress than many designers!

Working in parallel like this makes it hard to remember where a design is, what you’ve already tried, and what you meant to try next. This is especially true when a game has lain dormant for a while; coming back to it can feel like starting from scratch. If you don’t have good notes, starting from scratch is exactly what you’ll be doing!

Having a written record guarantees that improvements to a game don’t get lost. It’s incredibly frustrating to know that you solved a problem . . . if only you could remember how. Writing everything down guarantees that you never have to repeat your work.

2. Create a rulebook whenever you’re ready to stop.

Given that switching back and forth between projects is part of the job, it’s vital (a) to retain progress made on current game until it’s time to come back to it, and (b) to get up to speed on the next project as quickly as possible. Written notes help enormously with (a), but not so much with (b); figuring a game out from working notes is frustrating and increases the chance that you’ll miss something. It’s therefore extremely valuable to actually write out a rulebook before setting a project down, so that you can easily re-learn the latest and greatest version of the game when you’re ready to start working on it again.

Putting together a rulebook for a project recently saved me a lot of grief. I wanted to try out a change to Lines of Questioning—but LoQ has already undergone many changes, and I couldn’t remember off the top of my head exactly where the rules stood. This was my own game, and I didn’t know how to play! Without a rulebook I would either have had to reassemble the standard version from notes jotted on legal pads—with the concomitant risk of error—or redo the hours of work and many playtests necessary to hammer it out a second time.

Bjarne Stroustroup, creator of C++, says in his introductory programming textbook that properly documenting code isn’t just a kindness to other people who might read it. It’s also a kindness to yourself, since you may well be called on to maintain your code months or years later. The same principle holds true in game design. Document your designs with a rulebook; you’ll be grateful when you resume work on them.

3. Keep your records.

Sometimes it’s useful to be able to see, not just the current state of a design, but how it got there as well. Maybe you’ve decided that some changes aren’t right, and you want to revert a game to a previous version; maybe an idea that didn’t seem useful or important suddenly has new promise. Holding onto notes and old rulebooks ensures that you can turn back the clock.

The easiest way to keep these documents without your workspace (be it a physical desk or a computer desktop) becoming a mess is simply to organize by date. Admittedly, this isn’t much of an organizational method; knowing that a certain set of rules is from 8-11-15, or that some playtest notes are from 12-24-13, doesn’t tell you anything about what they contain. Something is better than nothing, though, and having a system begets putting things in the system. If you intend to store things by date you’re more likely to store them at all, and that’s the most important thing.

A more powerful, albeit more time consuming, method is to organize by topic. Notes on player powers go in one file; notes on mission cards go in a different one; board layout gets a third. If you’re willing to keep this system up, it provides easy, direct access to relevant information. Just make sure to have a comprehensive rulebook so that you don’t end up relearning (or, worse, teaching) from a slew of documents!

Maintaining old notes and rulebooks is the kind of task that seems like unnecessary drudgery until you really need to be able to refer back to them, at which point you’re happy you went to the trouble. Then you forget how relieved you were in that moment, and it goes back to feeling like drudgery. 😉 Try to hold onto the joy of having what you needed a the exact moment when you needed it, and resist the temptation just to recycle your old notes. Sooner or later you’ll be glad to have them.

Carved in stone

I’m always hesitant to say that someone else should work the way I do; there are lots of ways to be productive. Nevertheless, I feel confident in saying that anyone involved in game design who doesn’t have an eidetic memory will benefit from taking lots of notes, maintaining rulebooks for their designs, and holding on to their work documents. The time investment is significant, but the efficiency gains are tremendous.