So folks, it seems as the school got rolling, I began focusing elsewhere other than gaming. It's sad for me, because I enjoyed delivering stories, theories, and ideas to you guys and I enjoyed working on my designs.
Unfortunately for us, my degree needs to come first. So for the near future, Thunderstorm Game Design is going silent. All the content will stay, and I will try to build up some new content over time so I can eventually start back up and deliver to you guys.
In the mean time, keep gaming, keep trying your hand at new designs, and have fun!
Thunderstorm Game Design is my design brand, current projects include ExoSquad, Velocity, and F.R.E.
Blog updates three days a week: Monday: GM Advice Wednesday: Game Design Friday: Free-For-All
Showing posts with label updates. Show all posts
Showing posts with label updates. Show all posts
February 17, 2011
Hanging Up
Labels:
Patrick Thunstrom,
Thunderstorm Game Design,
updates
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:
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?
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?
Labels:
ExoSquad,
FFAF,
FRE,
game,
GM,
Patrick Thunstrom,
playing,
role,
RPG,
theory,
Thunderstorm Game Design,
updates,
Velocity
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!
Labels:
ExoSquad,
FRE,
game,
Hook Line Sinker,
Patrick Thunstrom,
playing,
role,
RPG,
Thunderstorm Game Design,
updates
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