Showing posts with label FRE. Show all posts
Showing posts with label FRE. Show all posts

January 26, 2011

Making It Easy

What’s the most surefire way to scare away a player base? I’m sure you’ve got ideas, but there’s one I think is much higher on the list that you’re not considering.

Barriers to entry.

RPGs in general seem to have this thought that they are for intelligent folks, and so they can get away with being a bit complex. For some games, this is true, but if you want more than the twenty people you’ve personally sold your game to interested, you will want to cut back on as much complexity as possible.

The Product
As an indie developer, I have less worry about this, as it’s pretty obvious if you’re looking at ExoSquad, there’s only going to be one rulebook, so starting point is very obvious. Those with larger games, or larger ideas, may have this issue.

Look at the latest edition of D&D. On the shelf you have two products and a product line that call newbie attention. Should a newbie grab the Player’s Handbook? What about the red box ‘Starter Set’? Or maybe it’s one of these ‘D&D Essentials’ books?

Don’t get me wrong, I like the new edition, and even like a number of the Essentials books. For someone who’s never played before, these products are instant complexity. Making a ‘first sale’ is all about making the purchase easy, and complex game lines don’t do this. (Side note: as an indie developer, you’re going to need to be a creator, developer, accountant, manager, sales person, PR agent and a number of other roles or have the money to cover people who can do these things. Sweating yet?)

The Rules
Rules complexity can create a huge barrier to entry, especially if the prospective player has no point of reference on when various rules matter. Modern games are getting better about their book layouts as experienced developers realize how the books are used. Even so, I still occasionally open an RPG and find related information in completely separate chapters! Word processors are powerful tools, people, you have no reason not to change your layout to help your customer.

Guide your new players into the game. Show them what’s important, and in what order. Convert one person, and you have the opportunity to convert their friends, and like books, RPGs spread by word-of-mouth.

Character Creation
I separate this from the rules because this one point is enough to run some players away before they even see the rules. This is less about your first sell and more about your subsequent sales. If someone is teaching your game to another player, they have the helping hand through the book, but they still need to make a character they want to play. How easy do you make it?

This is where point buy systems fall flat most of the time. Try to get a newbie to make a GURPS or HERO System character without getting frustrated in some degree. It might happen, but not quickly.

So make your system intuitive. Make it easy to grasp and easy to use. You want people sharing it, and you want those receiving it to pick it up and love it. Don’t make them wait for pay out, we live in a time where entertainment is available now so you have to deliver if you want to keep them interested.

As for me, I intend to make ExoSquad remarkably easy in regards to character creation. Pick a weapon, pick some tactics and gear, GO! Once you’re in game, the complexity should come from choice on the battlefield or in conversation, not from reading the rules. You’ve all seen FRE’s design, simplicity is one of it’s core values.

Your turn, readers:

Are barriers to entry the biggest enemy of RPGs?

Also, great article on teaching kids to play D&D on the main Wizards website. A few comments in this article sparked this blog post, I’ll let you see if you can guess which ones.

January 7, 2011

Rambling, RPG Prices, and Tag Team Powers

Friday means Free-For-All, which basically means I could talk about anything. Today, it’s going to be me rambling about various topics.


First of all, my process. When I write my Free-For-All post, I rarely go in with a plan. I surf my Twitter feed, check Facebook, and Feedly, my RSS reader, looking for something to write about. Sometimes I see a great blog post and I use that, other times, I’m forced to come up with something, like my designer’s notes for FRE.


The first thing I found this week is an email from Steve Wieck of DriveThruRPG. He talks a little about Price Anchoring and a few of the downfalls of extremely low prices on DriveThruRPG. The price he calls out specifically is $1, I assume in reference to Adamant’s somewhat regular sale. The quick version is that at $1, it costs DriveThruRPG one cent after only paying for Paypal and the Publisher of the work. Not including other costs they incur transmitting the work to the purchaser, or even having the website up. Obviously, this would not be sustainable over a long period.


The problem is, if people all wait around for things like Adamant’s sale, the ‘value’ of RPGs would eventually drop, leaving us with almost nothing in way of potential dollars. As a developer, and eventual self publisher of RPGs, this is a problem, and something I wrestle with internally an awful lot. I know pricing is going to affect sales. I also know that lower price sells more. But how low? Obviously, one dollar is too low if I plan on using DriveThruRPG exclusively (I haven’t decided on my distribution model yet.), as I don’t want my distribution channel to fail. I also feel that fifteen dollars for an e-book is way too much.


One of the other things I study as a hobby is fiction writing, and recently, publishing as a whole. One guy I’ve found who likes sharing his views and experience is J.A. Konrath. His experience on the Kindle has led him to believe that the ‘sweet spot’ for ebooks is $2.99. I’ve discussed the idea with a few people, and I’d venture to say it’s likely between that price and $3.99. That’s fiction, though, something we buy in physical form between $6 and $13 in softcover, and upwards of $25 in hard cover.


So what’s the sweet spot for RPGs? I honestly don’t know. I can make an educated guess. We know that the price anchor for RPGs is between $15 and $30 for physical product. If I keep the assumption that ebooks are not as ‘valuable’ as hard copies, what would I aim for? I think somewhere between $5 and $15 is going to end up being ‘the right price’ for electronic products. You can bet I’ll be trying different price models with my games, so hopefully sometime in the future I’ll be able to tell you exactly what price is ‘right’ for RPG products.


The next thing I want to talk about is a post over on Nevermeet Press by shinobicow about ‘tag team powers’ in 4th Edition D&D. His idea was feat bought powers that required the teammates to act on the same initiative count. I like the core idea, but hate the concept of forcing players to delay to do something awesome. 4th Edition is definitely the ‘be awesome, all the time’ edition, and delaying is decidedly not awesome.


So, how do I counter his design? Simple: Look at Arena Fighting. Arena Fighting feats offer you a bonus to specific powers for a feat. Why not make tag teams like this? The first idea was one of the iconic attacks from the X-Men: The Fastball Special. Thinking about it, I realized we already had a power that represents the throw, and the attack could be just about anything, really.


The Warlord’s Knight’s Move lets an ally Move their speed. Perhaps, the feat changes Knight’s Move to a shift with a bonus equal to the Warlord’s Strength, and a fellow party member with Fastball Special gets to make an attack with a specific Exploit before they move before the end of the next turn. That would of course need an additional benefit, perhaps treat the attack as if they had charged, or lay in some extra damage for the Special.


Obviously, a very rough idea, and I plan on writing up a few of these and trying them in a one shot game to see how they fair. After I’ve got some balance, I’ll see what I can do to make them available to you guys!


So, RPG pricing, what do you guys think?


How about team up attacks in any RPG?


Update 2011-01-09: Chuck Wendig, freelance penmonkey, covered the topic of e-book pricing on his blog on Friday. Some interesting insights and Gareth from Adamant made a comment as well.

January 5, 2011

What Is Your Game About?

In the last few days, a number of games bloggers have asked about ‘what’s this game about?’ It’s a commonly asked question posed to game designers, and a fairly apt one considering we’re in a tightening market with fewer dollars available. The problem is, the context of the question will prove troublesome as there are many ways to answer the question.

The one cited by A.L. at Reality Refracted is the one posed most often by John Wick. To clarify, John Wick’s version of the question is intended to have a one word answer and is better asked as ‘what is the theme of your game?’ Now, I understand why he doesn’t use my terminology, for the same reason that the term theme needs to be clearly defined when that same question is asked of amateur writers.

The goal of Wick’s question seems to be to keep the designer focused on the point of the game, and not get lost in mechanics. This is absolutely a good goal, but I wonder if too much focus is a bad thing?

Getting so lost in your theme that even the player’s don’t know where to go gets you the question posed by Andreas Davour over at The Omnipotent Eye: What do you do in this game? He cites some very strong thematic games that fail to answer the question to presented. The mechanics can give the players an easy idea of where to go with your game. Leaving out ‘thematic’ mechanics in an effort to better guide the game play is definitely a good idea.

When I get the ‘what’s it about?’ question, I deliver what Randy Ingermason called a One-Sentence Summary. To summarize the first step of the snowflake method, a One-Sentence Summary is an attempt to encapsulate the entire plot of a novel in a single sentence.  As one sentence limits you in amount of detail, you are forced to boil down your concept to a single idea that can be expressed clearly. In a way, it’s a much freer version of Wick’s question.

In RPGs, the One-Sentence Summary would need to answer a few questions in as few words as possible:

Who do the player’s play?
What is the tone?
What is the conflict?

Without these three ingredients your summary is incomplete and doesn’t make for easy comparison between two products on a shelf. Remember my advice about simplifying mechanics to encourage certain types of game play? Same principle applies to your sales attempts. Make the decision as easy as possible in an effort to leave as little ‘guess’ left for your buyer.

FRE has a simple one sentence summary which is at the head of the rules:

FRE is simple system to help moderate freeform roleplay in any setting.

This gets the idea across succinctly, as it relies on the ‘freeform’ point. The players are whomever they like, the conflict is with whatever comes up, and the tone depends on how things are role played. That explanation aside, I do think I need to provide readers more focus on what the point of the engine is, and will probably include the key point (Conflict.) in the revised sentence I’ll put on the extended version of FRE.

When I was pitching Velocity to early playtesters, the sentence was:

Hovercar racing pilots dealing with underhanded rivals both on and off the track.

And Exosquad:

The first pilots of an experimental armored division fight a war to bring unity back to the solar system.

So, readers, what’s your game about?

December 31, 2010

FRE: Primer Release and Design Notes

Welcome to Free-For-All Friday! Today I’ve got something special for everyone, in the form of my first game release. Last week I mentioned I was taking KORPG’s 1 Page RPG Throwdown and writing up the ‘intro’ to Freeform Roleplaying Engine, AKA FRE. I wrote it, tested it against one of the most brutal optimizers I know, I’ve edited it. It’s as done as a one page document can be, so I’m giving it to you guys for free. In a big twist, you’ll be able to find it here on Googledocs instead of having to deal with one of the terrible upload sites. So, how about you go get that so I can get into my designers notes and you have an idea of what I’m talking about!

FRE: Intent

When I began designing FRE, I was looking for a system that’s easy to play and easy to run with as little need for outside determinants as possible. The reason I wanted such a quick system is because the intent was to design a system for forum based freeform roleplay. Dirty secret: freeform is how I got into the hobby!

I knew I didn’t want dice because dice are clunky and impractical to the flow of a freeform game, and while some systems have limited dice spectacularly, it was still too much dependence for my goal. I also knew that some systems being used by freeformers were overly complex, requiring many hours of complex calculations to produce a ‘balance’ that really wasn’t necessary for freeform games.

So my goal became obvious: a system in which any character was balanced with another regardless of breadth or depth of ability, and which was quick and easy to use.

FRE: Resource Management

I chose research management as it was the easiest way to determine outcomes without relying on flimsy statistics that could only handle a narrow band of power well. With resource management a god and a vagabond are equally ‘plot important’ even if the god attacks with world shaking power and the vagabond just creeps people out.

Resource management also lets the players have a ‘give’. By encouraging stake setting the system encourages players to go only so far as they are willing, so character death or removal is a choice of the players, not the system choosing to arbitrarily destroy them.

FRE: Plot

I want to bring up Plot specifically due to its major revision between versions. The original version of plot read as follows:

A User spends Plot to change the story in any way, including adding new NPCs, surviving death, rewriting history, or making an Offense or Defense when they are out of those two attributes. Plot that is spent is lost.

The power I originally gave plot made it the de facto ‘best’ stat in Primer, even if it didn’t recover like Offense and Defense. Combined with encouragement to give out much more Plot in the draft, this made the game more about convincing the Moderator to hand out as much Plot as possible to take advantage of the system.

While this is not the final form Plot will take in the full version of FRE, it’s what works for Primer, which had to be approached as a stand alone game.

FRE: Moderators

Because I couldn’t do it in Primer itself, I will offer my advice to Moderators here. Don’t hand out more plot than you can handle. The more you give, the more the players will write into the game (This is good.), but if you can’t keep up with all the plot threads, start pushing them to their conclusion in an effort to simplify your task.

NPCs should max out at about 4 of either stat, and only because that’s where players will be. While players can advance their characters with plot, it isn’t intended, and if they do it too much their ability to cause lasting changes diminishes, so even a combat monster should wreck the game too much.

FRE: Stakes

While stakes are only mentioned briefly in the Primer, they are at the core of FRE, and writing out the Primer has brought it to the forefront of my mind when I begin designing the Basic set stakes will play an even bigger role in the mechanics of the system. Part of that is to better model fiction, which is what most freeformers are trying to emulate from the start.

Stakes make it obvious what it means to win or lose in any specific scenario. This way ‘losing’ doesn’t have to be death, but can be more interesting to the overall plot in general.

FRE: Player VS Player

One thing that I’m sure some of you have noticed is that the system works just fine as a PVP system. This is intentional, and is going to stay in the system. Much of the drama of forum freeform games comes from player interactions and not Moderator plot. Even so, the system will be able to produce team based games just as easily, and I intend to make that obvious for the full product.

So there you have it, FRE, from the designer’s mouth. Any other questions, I’d be glad to answer in the comments!

December 24, 2010

Free-For-All Friday: Player Motivations

So, I was good, I wrote my post for today back on Wednesday. Felt it was current enough to be interesting, and was a good topic to muse about. Then, while reading my RSS this morning, I stumble upon an article by The Chatty DM.

He’s covering the idea of player motivations, which is quite different from character motivations that I covered in Hook, Line, and Sinker. I’m going to leave most of his article over there for you to read, but to summarize for this discussion:

The 4th Edition Dungeons and Dragons Dungeon Master’s Guide lists a number of core player motivations:

  • Acting
  • Exploring
  • Instigating
  • Power Gaming
  • Slaying
  • Storytelling
  • Thinking
  • Watching


He goes on to make the claim that, regardless of what’s written on the tin, that 4th Edition caters to Power Gaming, Slaying, and Thinking to the expense of the rest.

Now, while I agree that it does cater to these three things in a number of ways (See the character optimization boards scrambling for even +1 damage in the system.), most of these motivations are in fact covered by the design and/or marketing of the product.

Acting: If any of the motivations aren’t given a solid set of rewards or encouragement in the system itself, it’s acting. There is no mechanical reward for it, and very little in the way of support for players who want this sort of thing in the way of advice.

Exploring: Exploring is given a mechanical kick in the rear through action points. The concept of ‘one more encounter, and you’ll earn an action point’ can be enough to keep some groups going. The fact that once it’s earned, you’ll lose it if you sleep makes the odd number encounters something worth running through.

Instigating: This one there isn’t a real mechanical reward, except as it relates to Power Gaming. Instigating players are as likely to cause trouble as they are to advance the in game narrative, and to them, that shaking up of the status quo IS the reward. In other words, this one doesn’t NEED a mechanical award.

Power Gaming: Optimization is rewarded.

Slaying: Like most versions of Dungeons and Dragons, most of the rules are how to kill things better and what happens when you kill those things.

Storytelling: This one is one of the better supported motivations below the key three Chatty DM called attention to. Via Skill Challenges, which admittedly needed work to become as good as they could be, and Quest rewards, the system actively encourages advancing the narrative in ways other versions of Dungeons and Dragons didn’t. It even produced support, not in mechanical aspects, but help for GMs in the Dungeon Master’s Guide 2.

Thinking: I actually feel this one could have been done better out of the box (Back in 2008), but think they’ve made some definite improvements with the new monster design and more cohesive classes that work even better as a team.

Watching: This is another one I think Wizards of the Coast did a wonderful job with. Watchers often just want to spend time with friends, and possibly make new ones, and between the character builder, Encounters, and an active push to make Dungeons and Dragons ‘mainstream’ to some degree has definitely made this a good time for casual players to get into the game.

To summarize, I think most player motivations that can be planned for were planned for well. Some in the core rules themselves, and some via the marketing efforts of the company. Does this mean some of them couldn’t be improved? Absolutely not, and I wish the Chatty DM the best of luck in his efforts. I’ve literally just discovered him, but even cursory examination of his blog is interesting, and if you like my thoughts on design, his aren’t far off. Definitely check it out.

FRE is going to be getting a one page Primer written soon to take advantage of KORPG’s One Page RPG challenge. And while the Primer is only going to be a page, expect a bit meatier version coming eventually after I’ve worked out how ‘fiddly’ I’d like it.

ExoSquad is on a back burner right now, the holidays sucking up most of my time.

Velocity is of course still awaiting its edit.



Last thing: Obviously, I've picked a new theme, what does everyone think? Better than white on black? Should I dig around for another good template? Or can anyone suggest a good (Cheap.) designer?

December 19, 2010

Blog updates!

So, I promised you news. It’s good news, but I didn’t want to jump the gun too much with it.

First piece of news is good for you: I’m moving my blog schedule from Sundays to Monday, Wednesday, and Friday. So for those who have enjoyed my game design discussions, or my GM help, you’re going to be getting more of both! I’ve also got some ideas in store for both that I am sure you’ll like if you liked my previous blog series. The new schedule will be:

Monday: GM advice and theory. If you liked Hook, Line, and Sinker, you want to start checking in on Mondays.

Wednesday: Game design theory, ideas, and concepts.

Friday: Free for all. I’ll update everyone on my games on Fridays, and discuss whatever topic I feel like that week. Think of it as my day to go crazy and take along anyone who feels compelled.

So, first bit of news out of the way! Now we’re on to the next piece of news. In the long term, while I love my url, it isn’t appropriate for the long term focus of Thunderstorm Game Design as a business entity, so I will eventually be changing the url to something more accurate. Not happening immediately and I still don’t have a new url in mind, but it is coming, so keep an eye out for it.
Serious topic out of the way, now I get into the fun stuff!

Worked a tad on ExoSquad, got some idea of what all the attacks will be able to do, just getting to organizing and focusing them. Since I hate teasing, I’ll explain the idea I have for the weaponry and attacks. Each combatant gets a primary weapon, which is a basic idea, for example a Rifle. You can add various modifiers to this rifle who let you pick various tactics to use in combat. This goes back to my retraining argument in that after each mission, and sometimes during special conditions during a mission, you’ll be able to change out for new weapons and therefore get to pick new tactics, allowing you to swap builds on the fly.

The other thing I’m working on is a project I’m currently calling Freeform Roleplaying Engine, or FRE. FRE is a system for roleplaying that leaves the story in the hands of the players, the Moderator there to oversee interesting story and ensure conflicts are resolved fairly. It uses a simple system of narrative control to determine both power and longevity of characters. It definitely has its roots in FUDGE and FATE, with descriptive terms instead of a massive amount of numbers, and it’s completely diceless in its base form. The system is being designed primarily for online freeform roleplayers, but it should play just as well at the table and will not be very demanding on the Moderator (GM).

If you do like the blog, you should definitely subscribe to the RSS feed, available at right. Or you can check out my Twitter @pathunstrom. Come back tomorrow for a new GM advice article!