Help - Search - Members - Calendar
Full Version: Complexity in games
Dumpshock Forums > Discussion > Shadowrun
Pages: 1, 2
sk8bcn
I didn't want another SR5 thread to derail so I created this one:

QUOTE (All4BigGuns @ Jan 16 2013, 02:09 PM) *
Not bothering with the link, but to finish the statement: Complexity in games kills games.


Why?

question.gif

Actually, most current developpers are just doing the contrary. It is the new trend in gameplays (that and trying to link the universe flavour in the gamesystem) -(well and retrocloning but whatsoever)-.

Like: spending Fortune Points (Warhammer 2), dividing dices between offense or defense, choosing a combat stance, whatsoever.

Things that actually gets you out of the standart roll procedure.


In what sense was SR3 somewhat a failure? The strategical approach of SR3 (allocating dice pools) is IMO dilluted into a procedure way too complex to make it fun (for non-rule specialists).

With dodging allocation with variable TN depending on fire mode + soak allocation + 2x simple actions a turn + cover modifier impact + recoil + roll to keep on your feet if hit + decrese immediate iniative if hit allongside with further permanent decrease...

And yet, I haven't talked about magic, drones....


there was too much. Not enough intuitive for fun.

"GM:-I'm gonna explain it to you. You've been shot by a 9M ares Predator. You allocated 2reserve dices in soaking but with a 4/2 armor, you'd better had dodged. You've taken a light wound so you lose -1 intiative decreasing your iniative from 11 to 10 (and losing an initiative pass). yes you already had a light wound and both are not cumulative in subsequent rounds, but you're still affected by the decrease on this one. Now roll to stay on your feets."

Here the rules complexity made it impossible for an average player to have fun with the game complexity

(rule complexity=hardness to remember et apply them.
game complexity=level offered by the game to have a strategical approach).


I'm all for game complexity. But the rule complexity should remain low enough to make them fun to use.

Over 75% of my SR3 PC are lost because of this and fail to see the better strategical choices given to them.
That's just
StealthSigma
QUOTE (sk8bcn @ Jan 16 2013, 11:17 AM) *
I'm all for game complexity. But the rule complexity should remain low enough to make them fun to use.


Complexity and complicated are two different things.

The problem you are having is with complicated rules which require a level of understanding and expert status to be able to use. You want to avoid this because it keeps people from being able to play the game. Complexity in the rules is fine as long as the rules themselves aren't complicated.
_Pax._
Also, some groups or individuals can enjoy complicated rules.

The problem is, they're a very, VERY small minority.
Tashiro
Actually, I'll give an example.
My wife does not like learning rulesets. She doesn't have the mind to study and understand mechanics, she doesn't have a mind for tactics. She likes to play characters, explore the setting, and roleplay. The games we play include Pathfinder, Shadowrun 4E (she was introduced to it with 1E), she's getting ready to try Anima, and she's done Exalted. This doesn't include the games I've designed myself.

In Exalted, almost every session, I had to remind her how to use her Charms. If there was combat, I had to remind her how to set up her dice pools, roll initiative, and use her combos. I had to make a flowchart for her to follow for spending motes and adjusting dice pools. For Pathfinder, every time she levels, I have to level her character for her, she doesn't know a single thing about any of the moving parts involved there. I'm probably going to need to do something similar for Anima - so I prepared ahead of time and made notes on her sheet for how to spend her DP when she levels.

Shadowrun, there's less of that. Thanks to the Chummer program, she can handle improving her character, but I have to remind her time and again how to do her Technomancy stuff. She sees the dice pools right in front of her, but she hoards her karma because she doesn't focus on her character's improvement unless it's necessary. She hates huge equipment lists, she hates having to keep track of the modifiers that equipment may give.

When I design a game, I try to strip a lot of that way. The way I test character creation is I hand her the rules, a blank character sheet, and say 'make a character'. The first time I did this she protested, thinking it would take her hours and hours (normal for her). She got it done in less than 5 minutes. I consider this a success - if she can understand how to make a character, put everything in the right spot, and understand the rules without any help from me, then I'm doing my job right.

The rules themselves, should only be just as complicated as is necessary to do the job. The less moving parts, I feel, the better. It makes it easier for players like her to understand what is available to them, it makes it easier for the game master to understand what the characters are capable of, and it makes making NPCs easier when necessary. (Case in Point: Try making 10 NPCs for Exalted, while following all the rules involved in character creation and keeping track of expenditures. That'll keep you busy for a few hours or days, and heaven forbid needing to do it on the fly in the middle of a session due to unexpected player activity).

Personally, I don't believe in 'fudging' NPCs, I like to know what they're capable of, and being able to jot down numbers on the fly. Some games, that's impossible - you have to 'fake it' because of the complexity in the mechanics involved with how things interconnect. Fortunately, Shadowrun's not bad for that.

The complexity should be in the play. A few simple options on the character sheet providing you opportunities to do interesting things in play. For example: Technomancers. If the rules for technomancers were simple, but provided you with a variety of options which all used the same ruleset, that would be better.

In fact, in Shadowrun, I'd love to see more parallels. If hacking rules followed the same rules as normal non-matrix stuff (stealth, combat, etc), it would make hacking play easier. If building a Technomancer and building a Mage followed the same rules, if their actions followed the same principles, if spirits and sprites follow the same rules and principles, it makes learning the game simpler. The flavour might be different, but the mechanics would be the same. This would lower the complexity significantly, making it easier for people who have trouble keeping rules in their head.

I think games, really ,should be more inclusive, and less exclusive. The bar for getting into any given RPG should be set low. Sure, as the game books come out, the bar raises, but it should never be really that high to begin with.

The same problem shows up in video games, really. The first game is relatively easy - but as you get into sequels, or the genre evolves, it becomes more and more complex, and someone walking into it blind winds up completely lost. Compare, say, Street Fighter 2 to something like Street Fighter 4. Or the first racing games to the Need for Speed games these days. (Or Civilization 1 to Civilization 4, or SimCity 1 to SimCity 2000, or....)
_Pax._
QUOTE (Tashiro @ Jan 16 2013, 11:25 AM) *
Shadowrun, there's less of that. Thanks to the Chummer program, [...]

Full stop.

The existence of a computer program to handle all the complex fiddly-bits behind the scenes, does not mean the rules themselves have little or no complexity.

And, you know what? HeroLab, though not free like Chummer, can handle more than just Shadowrun. Pathfinder is one of them. And the level-up process in HeroLab's' Pathfinder module, is very VERY automated and hand-hold-y.


QUOTE
The rules themselves, should only be just as complicated as is necessary to do the job. The less moving parts, I feel, the better.

Systems like that, bore me. I don't play them. I don't buy them. I don't like them.

It's good they exist (in fact, I heartily recommend you track down a copy of "Minimus", as it's about as rules-light as you can get, and still need a pencil), because clearly some people prefer them.

But they shouldn't be everything out there, because some people - myself included - LIKE some "elegant complexity" in our game rules.

QUOTE
I think games, really ,should be more inclusive, and less exclusive.

The answer to someone not liking Rocky Road icecream, is not to say "okay from here on out, Vanilla is the only thing available". The answer is to say, "well, how about neapolitan then? Or some orange sherbet?"
Tashiro
QUOTE (_Pax._ @ Jan 16 2013, 11:42 AM) *
Systems like that, bore me. I don't play them. I don't buy them. I don't like them.

But they shouldn't be everything out there, because some people - myself included - LIKE some "elegant complexity" in our game rules.

The answer to someone not liking Rocky Road icecream, is not to say "okay from here on out, Vanilla is the only thing available". The answer is to say, "well, how about neapolitan then? Or some orange sherbet?"


You prefer games which use more mechanics than are necessary to do the job? I'm for 'elegant complexity' as long as it is elegant, and as long as it isn't just rules for the sake of adding complexity. For example, you shouldn't have to keep track of seven or eight modifiers just to perform a single action - and it's even better if all skills use the same system to get the job done - whether it's social combat, non-combat, or combat. Declaration. Modifier. Roll. Resolution. Done.

Also, I'd not equate game complexity and style to food. Gaming is a social experience, and by making some games too complex, you're effectively barring people from enjoying the experience. They may love the setting, but hate the mechanics, and if the mechanics are too much, you're effectively saying 'you're not allowed to play'. The only reason my wife even bothers with Pathfinder (she dislikes d20 strongly), is because she loves my worldbuilding, and because I do all the work on her character sheets for her. If she had to do her own character sheets, and keep track of everything? She'd not be playing Pathfinder at all.
sk8bcn
QUOTE (Tashiro @ Jan 16 2013, 05:57 PM) *
You prefer games which use more mechanics than are necessary to do the job? I'm for 'elegant complexity' as long as it is elegant, and as long as it isn't just rules for the sake of adding complexity. For example, you shouldn't have to keep track of seven or eight modifiers just to perform a single action - and it's even better if all skills use the same system to get the job done - whether it's social combat, non-combat, or combat. Declaration. Modifier. Roll. Resolution. Done.

Also, I'd not equate game complexity and style to food. Gaming is a social experience, and by making some games too complex, you're effectively barring people from enjoying the experience. They may love the setting, but hate the mechanics, and if the mechanics are too much, you're effectively saying 'you're not allowed to play'. The only reason my wife even bothers with Pathfinder (she dislikes d20 strongly), is because she loves my worldbuilding, and because I do all the work on her character sheets for her. If she had to do her own character sheets, and keep track of everything? She'd not be playing Pathfinder at all.



You say that because you like your wife to enjoy your game.

Let's say we play, mmm, say Earthdawn.

And you come to me and tell me. "I traded ED-system for Basic Ruleplaying system (the one for Legend, Runequest, Cthulhu...). It's pretty simple to handle"

I'd answer: "Thank you for caring about my fun. Guess I gotta find another gamemaster".


fact is, not every game fullfills everyone's desire. There's no rule of thumb. Some will love highly complex rules (Rolemaster), some easy rules (Chtulhu-SaWo), some will love that every game follows the same basis (d20), some will love narrativism (Wushu). Some love a bit of everything.


I, personnally, like when the rules and the setting share a flavor. For exemple, I like Cthulhu to be engined by Basic system but hate that for Hawkmoon, Elric...

To me Shadowrun is a cyberpunk game, where you play pros, not heroes, in a complex world full of gear and magic abilities. I like the system with game complexity. I want it gritty. Be smart, push your character to the max else you could fail. That's the flavor I want for this game.

I wouldn't ask that much for a DD campaign. Everyone can be heores there.


But to answer what you said: not every system should fullfill the desire of players that doesn't like to think about a gamesystem. (nor should every system be complex)
Epicedion
QUOTE (Tashiro @ Jan 16 2013, 11:57 AM) *
You prefer games which use more mechanics than are necessary to do the job? I'm for 'elegant complexity' as long as it is elegant, and as long as it isn't just rules for the sake of adding complexity. For example, you shouldn't have to keep track of seven or eight modifiers just to perform a single action - and it's even better if all skills use the same system to get the job done - whether it's social combat, non-combat, or combat. Declaration. Modifier. Roll. Resolution. Done.

Also, I'd not equate game complexity and style to food. Gaming is a social experience, and by making some games too complex, you're effectively barring people from enjoying the experience. They may love the setting, but hate the mechanics, and if the mechanics are too much, you're effectively saying 'you're not allowed to play'. The only reason my wife even bothers with Pathfinder (she dislikes d20 strongly), is because she loves my worldbuilding, and because I do all the work on her character sheets for her. If she had to do her own character sheets, and keep track of everything? She'd not be playing Pathfinder at all.


What is "too complex" in an objective sense?
thorya
QUOTE (_Pax._ @ Jan 16 2013, 11:42 AM) *
Full stop.

The existence of a computer program to handle all the complex fiddly-bits behind the scenes, does not mean the rules themselves have little or no complexity.

And, you know what? HeroLab, though not free like Chummer, can handle more than just Shadowrun. Pathfinder is one of them. And the level-up process in HeroLab's' Pathfinder module, is very VERY automated and hand-hold-y.



Systems like that, bore me. I don't play them. I don't buy them. I don't like them.

It's good they exist (in fact, I heartily recommend you track down a copy of "Minimus", as it's about as rules-light as you can get, and still need a pencil), because clearly some people prefer them.

But they shouldn't be everything out there, because some people - myself included - LIKE some "elegant complexity" in our game rules.


The answer to someone not liking Rocky Road icecream, is not to say "okay from here on out, Vanilla is the only thing available". The answer is to say, "well, how about neapolitan then? Or some orange sherbet?"


To quote a phrase you seem fond of, "Why don't you try another system then? Shadowrun's not for everyone." I hear star fleet battles has a nice heavy set of rules. smile.gif

I don't care how complex the rules are, I just want them to be consistent, not contradict the fluff, and not be too insanely far from reality.
nezumi
Wow, I love this thread. Thank you, sk8bcn.

I think the point people are perhaps forgetting is the word 'games'. Some people like Go Fish. Some people like Bridge. If I'm playing bridge (and having fun) I don't think anyone would say 'those rules are too complex; you should play Go Fish instead'. Yet for some reason we think this is okay to do with RPGs.

I enjoy 'get out of the way' mechanics systems, and one of my favorite gaming memories was Old School Hack, which used dice basically as a joke. The game was hilarious, and the 'mechanics' supported that. Same-so, I enjoy Fiasco, and it's especially good as a 'hey, we've got a few hours, let's play a game that requires no prep'. And I recognize that some people will always enjoy mechanically simpler games; SR3 will never be a winner in the twelve-and-under crowd, or for 90% of people new to RPGs.

But I *also* enjoy having to stop and think for a little bit (which is different from 'remember'). I enjoy simulationist games, where I need to worry about time of day and the weather report. I enjoy having mathematical puzzles. I enjoy games that force me to think. Thoughtless games bore me (which is why I can't stand D&D, which has repetitious, thoughtless combat and, by the *core book*, stories and challenges).

And I think everyone who plays games enjoys puzzles (otherwise the game is already solved and those plot lines go like 'the king calls you to the castle to collect your reward. 100 XP everyone, see you next week;.) I don't think the question is, 'do you like puzzles' when you're playing, but rather, what type, and how difficult?

SR3 offers math puzzles of an enjoyable difficulty. It offers logic and planning puzzles of an enjoyable difficulty. I don't get those from any other game. The complexity in SR3 is just enough to be FUN, and ultimately, being fun is the purpose of that game. I may be a minority in enjoying those sorts of games, but the funny thing is, that minority is still quite a few people, we still have money, and the competition in the field is, well, none.

And of course, the mechanics extend beyond this. As sk8bcn pointed out, the mechanics support the flavor of the game. CoC mechanics support a feeling of being a common man who risks quick, painful death. BESM supports goofy cartoonish play, with simple, get-out-of-the-way mechanics. SR3 mechanics support a world which requires you to think smarter and faster than the guy shooting at you. If you replaced the Shadowrun mechanics with say a quick coin flip, the gameplay and the feeling of the game would be radically different (even though that mechanical system is FAR more streamlined).
Halinn
QUOTE (Epicedion @ Jan 16 2013, 06:26 PM) *
What is "too complex" in an objective sense?

This: http://boardgamegeek.com/game/4815
Epicedion
QUOTE (Halinn @ Jan 16 2013, 01:52 PM) *


That's pretty complex.
Tashiro
Verily, that is complex. 1200 hours per play? o.O
_Pax._
QUOTE (Tashiro @ Jan 16 2013, 11:57 AM) *
You prefer games which use more mechanics than are necessary to do the job?

The difference lays in where you and I would draw the line that marks "more than necessary".

QUOTE
For example, you shouldn't have to keep track of seven or eight modifiers just to perform a single action [...]

On the other hand, you should not necessarily be denied the opportunity to apply modifiers from seven or eight (or more) circumstances that might affect the outcome of that action.

QUOTE
Also, I'd not equate game complexity and style to food. Gaming is a social experience, [...]

So is food.

And not all people have to like teh same food; a given item of food doesn't have to be enjoyed by everyone.

Games are the same way.

QUOTE
[...] and by making some games too complex, you're effectively barring people from enjoying the experience.

And my poitn was, by making "all" games not complex enough ... guess what, you've just barred me from enjoying the experience.

I don't like diceless roleplay, for example. Oh, I can appreciate the structure of the rules for themselves - hence why I pointed you at Minimus - but that doesn't mean I want to actually play such a game.

QUOTE
They may love the setting, but hate the mechanics, and if the mechanics are too much, you're effectively saying 'you're not allowed to play'.

They may love the setting, but hate the lack of mechanics, and if the mechanics are too little, you're effectively saying "you're not allowed to play.'

See what I did there?

QUOTE
The only reason my wife even bothers with Pathfinder (she dislikes d20 strongly), is because she loves my worldbuilding, and because I do all the work on her character sheets for her. If she had to do her own character sheets, and keep track of everything? She'd not be playing Pathfinder at all.

You know, I think where you're stuck is that you think every game should be for every player.

Which simply isn't true.

I don't like neapolitan ice-cream, nor do I like any kind of sorbet at all. That doesn't mean I think other people should be denied the opportunity to enjoy them, however.

...

I am very much inclined to dungeon-crawl-y sorts of games. It's what I like to play, and it's what I really like to GM.

My g/f, bless her heart, is more like your wife. She's not into the combat, the tactics, the numbers, etc.

But unlike you, I haven't fallen into the self-delusion that the fault lays with the games themselves. No, it's just she likes Napolitan, and I don't. I like to snack on pickled pepperoncini, and she can't even stand the SMELL of them.

Nothing more, nothing less.
All4BigGuns
Basically, what it boils down to for me is that certain games have a certain level of complexity, and any more (or less for some) and it wouldn't feel like the same game for me. For instance if someone were to try to inject Palladium level complexity into SR4 or a Unisystem game, I'd have a WTF moment, raise an eyebrow and run for the hills. On the other end, if someone tried to make Rifts as simplistic as the Buffy RPG (a Unisystem game), I'd have the same reaction.

And yes, I do put SR4A in the same "bracket" of complexity as Unisystem. The former may be more complex than the latter, but not enough, IMO, to move into another "bracket".
_Pax._
QUOTE (thorya @ Jan 16 2013, 12:31 PM) *
To quote a phrase you seem fond of, "Why don't you try another system then? Shadowrun's not for everyone." I hear star fleet battles has a nice heavy set of rules. smile.gif

Lets be clear - I'm not arguing that SR5 needs to be more complex than SR4.

I'm just pointing out, that forcing simplicity into a rules-set just for the sake of simplicity itself, is no less unhealthy for those rules, than forcing complexity into them for the sake of complexity itself.
DnDer
Simplicity in a game system allows buy-in. The more people you can get to buy into your game... Well... That's just good business.

A game that's arcane and complex enough to keep out all but the die-hard grognards is generally one doomed to the Graveyard of Past Editions, isn't it?

Personal anecdote: There's a reason why I own 4e and not Pathfinder. I'm only one gamer... But having come from SR2 and forward, I've kind of been digging the SR4a system more than 2 or 3, and how it's streamlined the process for a lot of things.

Did I miss the point? I probably missed the point.
Lionhearted
QUOTE (DnDer @ Jan 16 2013, 09:19 PM) *
Personal anecdote: There's a reason why I own 4e and not Pathfinder.

4e of what system? You worry me omae.
Epicedion
QUOTE (DnDer @ Jan 16 2013, 03:19 PM) *
Simplicity in a game system allows buy-in. The more people you can get to buy into your game... Well... That's just good business.

A game that's arcane and complex enough to keep out all but the die-hard grognards is generally one doomed to the Graveyard of Past Editions, isn't it?

Personal anecdote: There's a reason why I own 4e and not Pathfinder. I'm only one gamer... But having come from SR2 and forward, I've kind of been digging the SR4a system more than 2 or 3, and how it's streamlined the process for a lot of things.

Did I miss the point? I probably missed the point.


This is where I'm at a loss. I'm baffled at the idea that SR4 and fer chrissake D&D 4 are somehow simpler than previous editions. SR4 is practically identical to SR3, except instead of a variable target number there's a variable dice pool, and thresholds and opposed tests are utilized more frequently to compensate.

D&D 4 is such a morass of dozens of overlapping situational modifiers and hundreds of unique class abilities that I don't see how it can be compared as "simple" next to the previous editions which rely on the principle of "I SHOOT IT WITH MY SWORD AGAIN" as opposed to "I activate my daily power Triumph of the Swordy Blasts that follows these two paragraphs of effects.. section 1 subsection A..."
Lionhearted
Now I can't really make any factual statements on 3rd ed since I haven't played it since I was 14. But rather then simpler I would say streamlined, all the types of combat follow the same paradigm, all the skills (especially weapon skills) are resolved similarly.
Removal of variable TNs and Skill pools makes the learning curve shorter.
It's probably not much simpler but I had an easier time getting into all of the rules with 4th (and yes I tried 4th at that age aswell) then I did with 3rd.

Also D&D 4E is considered simpler because it sacrificed complexity outside of combat.
DnDer
QUOTE (Epicedion @ Jan 16 2013, 02:32 PM) *
This is where I'm at a loss. I'm baffled at the idea that SR4 and fer chrissake D&D 4 are somehow simpler than previous editions. SR4 is practically identical to SR3, except instead of a variable target number there's a variable dice pool, and thresholds and opposed tests are utilized more frequently to compensate.

D&D 4 is such a morass of dozens of overlapping situational modifiers and hundreds of unique class abilities that I don't see how it can be compared as "simple" next to the previous editions which rely on the principle of "I SHOOT IT WITH MY SWORD AGAIN" as opposed to "I activate my daily power Triumph of the Swordy Blasts that follows these two paragraphs of effects.. section 1 subsection A..."


Replace "simple" then with "streamlined."

As someone mentioned regarding video games, in hyperbole: "System complexity good. UI complexity bad." Both D&D4e and SR4a, for me, have better user interfaces over their complexities than do the 3rd edition incarnations of both.

That is what I meant by simpler, and should have been more clear on the point.
Tashiro
QUOTE (All4BigGuns @ Jan 16 2013, 02:26 PM) *
Basically, what it boils down to for me is that certain games have a certain level of complexity, and any more (or less for some) and it wouldn't feel like the same game for me. For instance if someone were to try to inject Palladium level complexity into SR4 or a Unisystem game, I'd have a WTF moment, raise an eyebrow and run for the hills. On the other end, if someone tried to make Rifts as simplistic as the Buffy RPG (a Unisystem game), I'd have the same reaction. And yes, I do put SR4A in the same "bracket" of complexity as Unisystem. The former may be more complex than the latter, but not enough, IMO, to move into another "bracket".


I have a different reaction. If someone ports a setting piece from one game engine to another, I'll weigh it on its own merits. I've done Cyberpunk-Shadowrun conversions, and Shadowrun-Rifts conversions, without suffering from a disconnect in the process. Hell, I've converted Vampire to Call of Cthulhu, which seemed to work out pretty well. It just requires me to re-evaluate the flavour that comes from the familiar in an unfamiliar setting and game engine.
Tashiro
QUOTE (_Pax._ @ Jan 16 2013, 02:27 PM) *
Lets be clear - I'm not arguing that SR5 needs to be more complex than SR4. I'm just pointing out, that forcing simplicity into a rules-set just for the sake of simplicity itself, is no less unhealthy for those rules, than forcing complexity into them for the sake of complexity itself.


I'm not saying 'for the sake of simplicity itself', I'm saying 'don't make a game more complex than it has to be'. For Shadowrun, I expect to see mechanics for cyberware, matrix, spell casting, etc. Just don't start making it so there's too much to keep track of. If you can get by with a mechanic which already exists, then don't make a new mechanic.
StealthSigma
QUOTE (Epicedion @ Jan 16 2013, 04:32 PM) *
This is where I'm at a loss. I'm baffled at the idea that SR4 and fer chrissake D&D 4 are somehow simpler than previous editions. SR4 is practically identical to SR3, except instead of a variable target number there's a variable dice pool, and thresholds and opposed tests are utilized more frequently to compensate.

D&D 4 is such a morass of dozens of overlapping situational modifiers and hundreds of unique class abilities that I don't see how it can be compared as "simple" next to the previous editions which rely on the principle of "I SHOOT IT WITH MY SWORD AGAIN" as opposed to "I activate my daily power Triumph of the Swordy Blasts that follows these two paragraphs of effects.. section 1 subsection A..."


The rules for D&D are simple. The system as a whole is complex thanks to all the options available.
Epicedion
QUOTE (StealthSigma @ Jan 16 2013, 04:24 PM) *
The rules for D&D are simple. The system as a whole is complex thanks to all the options available.


That's something. I think there's a difference between non-session complexity (creating a character, purchasing character improvements) and session complexity (adjudicating rules while playing).

Build Point character generation in SR4 is awful and complex, for example, but that doesn't have much bearing on playing the game since you don't spend a large proportion of your time on that step.

A system is required to be complex enough that if someone says "I do X" the game has some mechanism for handling it, whether that mechanism is spelled out explicitly ("roll this and add that to see if you succeed") or something that's just handled through simple analysis ("just roll me an X skill roll with Y modifiers against a difficulty Z and we'll go from there"). Overly complex systems spell out too much, which is where I have the problem with D&D 4 -- every potential action is covered by a specific rule or a power, or at least enough are that it makes creative application of the rules hard to pull off (you can't pick up and chuck sand into the orc's eyes to temporarily blind him, because there's an encounter power on the Rogue tree that does just that, and you can't just let people replicate powers because they're like powers man and that would be unbalancing).
All4BigGuns
QUOTE (Epicedion @ Jan 16 2013, 03:37 PM) *
Build Point character generation in SR4 is awful and complex, for example, but that doesn't have much bearing on playing the game since you don't spend a large proportion of your time on that step.


What? Build point is the simplest (that's worth using--Priority is utter crap and always has been) character generation system in the game. Karma generation is the most complex due to the extra calculations involved.
nezumi
QUOTE (DnDer @ Jan 16 2013, 03:19 PM) *
Simplicity in a game system allows buy-in. The more people you can get to buy into your game... Well... That's just good business.


How many games on the market at this moment have what you would consider simple systems?

How many games on the market at this moment have what you would consider complex systems?

Thinking to the 20 RPGs I've played in the past 14 months, 19 of them have dice mechanics which are no more complex than CoC's d100 system.

That means if you are trying to sell a simple system, you are facing a LOT of competition.

That one remaining game was, well, the only remaining game, which made it one of the only games I, and complex-gamer-types like me, would consider gaming (unfortunately, there were issues with what has been termed here the 'UI', and probability factors which made it just statistically goofy. The downside of making a mathematically complex system is you, the designer, have to know math.)

I am what you call a (nearly) hostage market. If you make a functional, graceful, and mathematically (but not rules) complex system, I will most likely buy it, even if it costs a lot of money.

If you make a game-simple game, I most likely will not, because I have so many choices already, including a number of free ones, and they're quite easy to make on your own.


QUOTE (Epicedion @ Jan 16 2013, 03:32 PM) *
This is where I'm at a loss. I'm baffled at the idea that SR4 and fer chrissake D&D 4 are somehow simpler than previous editions. SR4 is practically identical to SR3, except instead of a variable target number there's a variable dice pool, and thresholds and opposed tests are utilized more frequently to compensate.


I played about four sessions when SR4 was brand new. I found the combat ... unfulfilling. In fact, it was really boring. So I didn't play it again. I keep hearing things about SR4a, so maybe it's gotten better since then. I don't have a group that does SR4a, so it's not really pressing, but after hearing the good reviews, I am at least open to trying it out if the opportunity arises.

QUOTE
D&D 4 is such a morass of dozens of overlapping situational modifiers and hundreds of unique class abilities that I don't see how it can be compared as "simple" next to the previous editions which rely on the principle of "I SHOOT IT WITH MY SWORD AGAIN" as opposed to "I activate my daily power Triumph of the Swordy Blasts that follows these two paragraphs of effects.. section 1 subsection A..."


This is the issue that was brought up in the first post. There is a difference between GAME complexity and RULES complexity.

SR3 does have a degree of RULES complexity in that decking works differently from rigging works differently from magic, etc. But within one arena, say physical combat, the rules complexity is pretty low, and the game complexity is quite high.

From what I've seen of D&D 3e you're right, by mid- and late-levels (and I guess this is the same for mid- and late-levels of exalted), game complexity rises slightly, but rules complexity becomes overwhelming.

I'm honestly very surprised that RULES complexity seems to be more popular on the market than GAME complexity. If anyone has a theory as to why, I'm all ears. But I don't like rules complexity. I don't like game simplicity. So I don't play D&D. I'm with you, I don't think it's a very fun game.
Epicedion
QUOTE (All4BigGuns @ Jan 16 2013, 04:42 PM) *
What? Build point is the simplest (that's worth using--Priority is utter crap and always has been) character generation system in the game. Karma generation is the most complex due to the extra calculations involved.


Priority is the simplest. Karma and BP share some complexity, though BP lends itself so heavily toward min/maxing that it's far more fiddly.
All4BigGuns
QUOTE (Epicedion @ Jan 16 2013, 03:50 PM) *
Priority is the simplest. Karma and BP share some complexity, though BP lends itself so heavily toward min/maxing that it's far more fiddly.


Correction: Build Point lends itself to specialists. Karma lends itself to generalists. Priority lends it self mainly to railroading.
sk8bcn
QUOTE (DnDer @ Jan 16 2013, 09:19 PM) *
Simplicity in a game system allows buy-in. The more people you can get to buy into your game... Well... That's just good business.

A game that's arcane and complex enough to keep out all but the die-hard grognards is generally one doomed to the Graveyard of Past Editions, isn't it?

Personal anecdote: There's a reason why I own 4e and not Pathfinder. I'm only one gamer... But having come from SR2 and forward, I've kind of been digging the SR4a system more than 2 or 3, and how it's streamlined the process for a lot of things.

Did I miss the point? I probably missed the point.


History says otherwise IMO. What's easier than using the same system everywhere?

But Cthtulhu d20, L5R d20, Star Wars d20, Deadlands d20, all dead. Most back on a system. And I'm curious how long Redbrick will support ED Savage Worlds and ED Pathfinder.

I could love Pathfinder. I'd hate Earthdawn driven by Pathfinder's system. And I don't think I'm alone (or would have those d20 convertion stayed alive).



Every game has it's niche IMO. I imagine, given the history of the game, that most of SR players are fond of complex systems (in a stetegical approach). I imagine that there are more players that like to check how they can chrome/boost through bioware their samourai and that wouldn't trade it for an easier system.

Ok, there might be more players that like simple approach (like SaWo). But if there was a SR SaWo, with just 1 book covering everything, would they play it? Wouldn't you just destroy your niche, without creating a greater one?


(Makes me think of DD4 btw. WoTC/Hasbro tought: heck, if we follow the MMORPG schemes, we'll be on an even bigger niche than DD3. -Which was true- But the end result: Pathfinder drained the DD3 niche and the MMORPG niche didn't go to DD4)
Tashiro
QUOTE (sk8bcn @ Jan 17 2013, 10:18 AM) *
I could love Pathfinder. I'd hate Earthdawn driven by Pathfinder's system. And I don't think I'm alone (or would have those d20 convertion stayed alive).


I don't mind Pathfinder, but I took a look at the EarthDawn conversion to Pathfinder - and my brain broke. That... was not well thought out. I could probably have sat down and done a much better job, mechanics-wise. I can't recommend the EarthDawn book.
Faelan
I can say that their is no simple system on the market at this time. Would I say they are all complex? No I would not. Let me explain a simple system means to me a system I can take to someone with ZERO gaming experience, and in half an hour have a character, and a fairly detailed understanding of the game rules. Pretty much every game out there has failed to do that. If I am explaining rules on the fifth session the game is not simple.
_Pax._
QUOTE (Faelan @ Jan 18 2013, 08:59 AM) *
I can say that their is no simple system on the market at this time. Would I say they are all complex? No I would not. Let me explain a simple system means to me a system I can take to someone with ZERO gaming experience, and in half an hour have a character, and a fairly detailed understanding of the game rules. Pretty much every game out there has failed to do that. If I am explaining rules on the fifth session the game is not simple.


Minimus, freely distributed by it's author, Ken Burnside of Ad Astra Games. FOUR PAGES, that's it. (As it is, that's the "third edition" - the original was ONE page, then it was revised to be two pages, and now it's had enough examples added to expand to four pages). I don't like it myself. But still a very elegant, extremely simple design.
ZeroPoint
I think using terms like complexity is not what we should be doing in this sort of discussion.

For example, what I like out of a game when it comes to character creation or combat are OPTIONS, because I love the crunch in the first case and for tactical enjoyment in the later. I don't want it to be CONFUSING or OBSCURE when resolving an action.

When I say confusing I mean where there are too many options, options are not clearly delineated or defined, or the system tries to define every scenario too rigidly and inevitably leaves something out. Obsure meaning that when an issue arises, if i have to look in one place, get referred to another, and then back (SR 4e anyone?), or alternatively where every possible action requires me to go in a book and look up the rules on how it works (D&D spells/powers for example)

Complexity may be both good and bad because you can have complexity that adds to confusion or obscurity, but it could also provide DEPTH which is what keeps us playing the game! A shallow game won't hold your attention for very long.

So ideally, you would have a game that has many options during character creation, and actions that are clearly defined yet broad in their application, verisimilitude between varying resolution systems (ie magic , combat, matrix , social, skill interactions). But who am I to expect to have my cake and eat it too, yeah?
bannockburn
I'll not pretend to know what I'm talking about, but I've recently seen a video about the distinction between complexity and depth.
Penny Arcade made a presentation about it, in video games, but the principles apply everywhere, I think.
http://penny-arcade.com/patv/episode/depth-vs.-complexity
ZeroPoint
Thats kinda what i mean. Complexity can help give depth, but depth doesn't really require complexity, and complexity doesn't necessarily create depth.
Epicedion
QUOTE (ZeroPoint @ Jan 18 2013, 11:10 AM) *
Thats kinda what i mean. Complexity can help give depth, but depth doesn't really require complexity, and complexity doesn't necessarily create depth.


That's (Extra Credits) generally a good series about video game design.

I disagree on a minor point: depth requires a minimum but proportional amount of complexity.
_Pax._
And neither are they automatically opposed to each other. smile.gif
ZeroPoint
I guess what i mean is that you can create a great deal of depth without having to have an equal amount of complexity, but yes I agree in that your level of complexity does limit the amount of depth you can create. A game that has a low level of complexity can only have so much depth of gameplay.
Faelan
QUOTE (bannockburn @ Jan 18 2013, 10:55 AM) *
I'll not pretend to know what I'm talking about, but I've recently seen a video about the distinction between complexity and depth.
Penny Arcade made a presentation about it, in video games, but the principles apply everywhere, I think.
http://penny-arcade.com/patv/episode/depth-vs.-complexity


That is kind of what I was trying to get at. The game mentioned later "Minimus" fails to really meet what my parameters are because it would be really difficult to make it a long term sustainable game.
Cain
QUOTE (Epicedion @ Jan 16 2013, 09:26 AM) *
What is "too complex" in an objective sense?

Granted, complexity level is a personal preference. However, the simpler the rules the easier they are to grasp. You need to market to your fanbase.

QUOTE (_Pax._ @ Jan 16 2013, 11:27 AM) *
Lets be clear - I'm not arguing that SR5 needs to be more complex than SR4.

I'm just pointing out, that forcing simplicity into a rules-set just for the sake of simplicity itself, is no less unhealthy for those rules, than forcing complexity into them for the sake of complexity itself.

Agreed, but it's better and easier to start with a simpler system and add complexity later than to go the other way around. That's the path Shadowrun has always taken, and it's the path most fans are comfortable with.

QUOTE (All4BigGuns @ Jan 16 2013, 01:53 PM) *
Correction: Build Point lends itself to specialists. Karma lends itself to generalists. Priority lends it self mainly to railroading.

Both lead to broken characters, although I've found kamagen leads to more min/maxing due to the increased fiddliness.

QUOTE (Faelan @ Jan 18 2013, 05:59 AM) *
I can say that their is no simple system on the market at this time. Would I say they are all complex? No I would not. Let me explain a simple system means to me a system I can take to someone with ZERO gaming experience, and in half an hour have a character, and a fairly detailed understanding of the game rules. Pretty much every game out there has failed to do that. If I am explaining rules on the fifth session the game is not simple.

I've done that repeatedly with Savage Worlds, depending on the setting and how much of a concept the player had. I used to do it with SR3 and McMackies, although gear selection slowed things down considerably. I've seen people do that with World of Darkness (though not nWoD). All of those are moderate crunch systems. On the simplest side, I can create characters for Wushu in seconds, and have people playing the game proficiently in minutes. Wushu, however, is so simple that many gamers don't like it, as they prefer a higher level of crunch.
Tashiro
QUOTE (Cain @ Jan 21 2013, 11:10 PM) *
Both lead to broken characters, although I've found karmagen leads to more min/maxing due to the increased fiddliness.


I have yet to ever, ever run a game with any character I consider 'broken'. Twinked to the nines? Certainly. Broken? No. It's one reason that my standard rule as a game master is 'if it is in the books, and someone at the table has the books, then go ahead and use it'.

I had only been game mastering for perhaps one year, when I was introduced to AD&D. Specifically, what I referred to as 'illegal D&D', because the players were all using characters with levels in the 100s, and ability scores at 25, and who had their own personal death stars, lightsabers, and what-have-you from realm walking. At least one character had a 'pet Tiamat', meaning a 'baby Chromatic dragon'. I didn't run or play AD&D. I stuck with the red / blue / cyan box. When I finally did get into AD&D, some of the players asked to port their characters into my campaign. I decided, 'certainly, why not?' - and it was a lesson for me.

I learned how to handle power characters. I learned how to adapt as a game master, to ensure that the characters were challenged. In this case, not by monsters, not in the search for 'artifacts' (though I did do that too), but in ensuring that the characters faced hard questions, and puzzles, and threats they couldn't just blow up. I turned AD&D from a 'dungeon delve' into a game with politics, and social interaction, and where the players had to think and negotiate. These players even allowed their 'stuff' to get taken away through various methods, or just case these things aside, because they were distractions. By the time I left high school (and the province), my gaming circle consisted of over 15 people, and I was the go-to game master for all of them.

I never, ever considered the characters 'broken'. They did not break the campaign. They did not ruin the play experience for myself or for others. And to this day, I have yet to see any character coming into my game, designed by the rules laid out in the books, that I would ever consider a 'problem'. Having to run characters from the 'illegal D&D' set in my normal game setting was an excellent education in how to adapt a game to suit the characters in it, and keep everyone engaged and having fun - and if you can do that, then nothing's broken.
Cain
I'm not allowed to discuss my most broken character, but let's just say it went down in infamy and became an internet legend.

My issue is that really complex character creation leads to horrendous min/maxing, if you prefer that term. Players who min/max are enormously rewarded over those who don't (or can't). System mastery becomes a serious issue. Because it's easier to accidentally create a useless character, and entirely possible to create an overpowered one, power imbalances become much more severe and problematical.

The BP system, for example, rewards min/maxing by allowing huge disparities in starting character abilities. Now, power levels are a personal preference, but if everyone isn't on the same level, you have a problem. Imagine what would have happened if you put a 1st level character into the game you mentioned, he'd be reduced to mascot in notime flat. In one game, I had this problem: I had a heavy weapons rigger, a maxed-out troll, and a powerful otaku, all characters I helped build. The guy who didn't want my help came in with a non-optimized mystic adept, perfectly fine for some games but completely unsuited for the over-the-top game I told everyone we would be having. He was repeatedly punished for trying to play on the same level as the other characters.

Karmagen is worse, because it takes things to a new level of fiddliness. You can fine tune everything, and if you don't, the game will spank you for it. Despite scaling costs, min/maxing actually becomes worse because there's more ways to minimize weaknesses while maximizing strengths. There's also more ways to completely shoot yourself in the foot. Power disparity becomes an even bigger issue.

SR5 needs a better character generation system. Easier, faster, and more consistent. The original priority system worked wonders for this sort of thing, although the Sr4.5 version doesn't work at all from what I can see.
All4BigGuns
QUOTE (Cain @ Jan 22 2013, 01:09 AM) *
The original priority system worked wonders for this sort of thing...


The only thing Priority system "works wonders" for is Chugga Chugga Woo Woo!
Tashiro
QUOTE (Cain @ Jan 22 2013, 02:09 AM) *
My issue is that really complex character creation leads to horrendous min/maxing, if you prefer that term. Players who min/max are enormously rewarded over those who don't (or can't). System mastery becomes a serious issue. Because it's easier to accidentally create a useless character, and entirely possible to create an overpowered one, power imbalances become much more severe and problematical.

The BP system, for example, rewards min/maxing by allowing huge disparities in starting character abilities. Now, power levels are a personal preference, but if everyone isn't on the same level, you have a problem. Imagine what would have happened if you put a 1st level character into the game you mentioned, he'd be reduced to mascot in notime flat. In one game, I had this problem: I had a heavy weapons rigger, a maxed-out troll, and a powerful otaku, all characters I helped build. The guy who didn't want my help came in with a non-optimized mystic adept, perfectly fine for some games but completely unsuited for the over-the-top game I told everyone we would be having. He was repeatedly punished for trying to play on the same level as the other characters.


My discussion on game balance in another thread.
You can't prevent min/maxing, not really. There's many different reasons why it won't work, and not all of it has to do with mechanics. You hit one of them on the head - people knowing the game system - system mastery is a huge factor, and you can't really 'fix' that. Also, I disagree about problems with disparity in power level, considering my group have 700+ karma characters, and I'm having one person come in with 0 karma. He's perfectly fine with it, the other players are fine with it, and everyone's having fun. Nobody sees this as a problem, nobody sees it as a problem if one character's optimized, and nobody else is, or if everyone is except for one person, or whatever.
Cain
QUOTE (Tashiro @ Jan 21 2013, 11:17 PM) *
My discussion on game balance in another thread.
You can't prevent min/maxing, not really. There's many different reasons why it won't work, and not all of it has to do with mechanics. You hit one of them on the head - people knowing the game system - system mastery is a huge factor, and you can't really 'fix' that. Also, I disagree about problems with disparity in power level, considering my group have 700+ karma characters, and I'm having one person come in with 0 karma. He's perfectly fine with it, the other players are fine with it, and everyone's having fun. Nobody sees this as a problem, nobody sees it as a problem if one character's optimized, and nobody else is, or if everyone is except for one person, or whatever.

A good, simpler system does reduce the power disparity possible, though.

Savage Worlds is a lighter system that SR4.5, and character creation is not only significantly faster, but tends to create characters at a consistent power level. Sure, you can min/max and squeeze out small gains, but severe power imbalances aren't nearly as likely to occur. This isn't because it's harder to create a powerful character in Savage Worlds, but because it's difficult to make a useless one. Template systems are very good at this sort of thing.

Power imbalances are always a problem. Not always an insurmountable one, as you demonstrate, but it still takes a lot of extra work. Because Shadowrun characters start off powerful and advance slowly, starting with less experience isn't as big of an issue as in some games, like D&D. In D&D 4e, for example, a first level character literally cannot do anything as well as a 20th level character, even in their specialty. SR4.5's issue comes at character creation: once a power disparity is created, advancement can't erase it nearly as easily.
_Pax._
QUOTE (Cain @ Jan 22 2013, 02:35 AM) *
A good, simpler system does reduce the power disparity possible, though.

IME ... only by reducing the diversity of options available to play. frown.gif At which point, I'll quickly grow bored with a game, and move on to something else.
thorya
QUOTE (Tashiro @ Jan 22 2013, 01:38 AM) *
I have yet to ever, ever run a game with any character I consider 'broken'. Twinked to the nines? Certainly. Broken? No. It's one reason that my standard rule as a game master is 'if it is in the books, and someone at the table has the books, then go ahead and use it'.

I had only been game mastering for perhaps one year, when I was introduced to AD&D. Specifically, what I referred to as 'illegal D&D', because the players were all using characters with levels in the 100s, and ability scores at 25, and who had their own personal death stars, lightsabers, and what-have-you from realm walking. At least one character had a 'pet Tiamat', meaning a 'baby Chromatic dragon'. I didn't run or play AD&D. I stuck with the red / blue / cyan box. When I finally did get into AD&D, some of the players asked to port their characters into my campaign. I decided, 'certainly, why not?' - and it was a lesson for me.

I learned how to handle power characters. I learned how to adapt as a game master, to ensure that the characters were challenged. In this case, not by monsters, not in the search for 'artifacts' (though I did do that too), but in ensuring that the characters faced hard questions, and puzzles, and threats they couldn't just blow up. I turned AD&D from a 'dungeon delve' into a game with politics, and social interaction, and where the players had to think and negotiate. These players even allowed their 'stuff' to get taken away through various methods, or just case these things aside, because they were distractions. By the time I left high school (and the province), my gaming circle consisted of over 15 people, and I was the go-to game master for all of them.

I never, ever considered the characters 'broken'. They did not break the campaign. They did not ruin the play experience for myself or for others. And to this day, I have yet to see any character coming into my game, designed by the rules laid out in the books, that I would ever consider a 'problem'. Having to run characters from the 'illegal D&D' set in my normal game setting was an excellent education in how to adapt a game to suit the characters in it, and keep everyone engaged and having fun - and if you can do that, then nothing's broken.


Sure you can balanced a game for any power level, but if you're trying to run a game with the Justice League, you're going to have to have a lot of random kryptonite lying around and have everything painted yellow to keep Superman and Green Lantern from solving everything instantly, so that Batman, Aquaman and the Green Arrow have a chance to do something. It's when the world has become specifically tailored to the super powerful characters that suspension of disbelief breaks down. I prefer games that lend themselves to not having Aquaman and Superman in the same game.

Especially since I've played essentially the Green Arrow (after scrapping my first character because I didn't want to make it too hard on the GM) in a game where someone had time travel powers. There is almost nothing plot wise or play wise that can't be completely messed up with time travel powers. We had entire sessions retconned because the player in question decided he didn't like the outcome and went back and reset it. Granted, a large part of that may have been bad GMing, but it was in the book and completely allowed. It reached the point where even the player was telling the GM to nerf his character.
Cain
QUOTE (_Pax._ @ Jan 22 2013, 01:32 AM) *
IME ... only by reducing the diversity of options available to play. frown.gif At which point, I'll quickly grow bored with a game, and move on to something else.

That's not necessarily the case. You can make a very diverse system that's both simple and easy to play.

For example, Shadowrun 1-3 had the priority tables. It was simple and easy to use, and I never saw two players come up with the same character.

World of Darkness used that same concept to make their template system. There's a ton of variety possible.

Savage Worlds uses a similar system to WoD; the base stats are very simple, but the selection of Edges gives you incredible diversity. You can have two characters with the same base stats, but end up totally different in play and mechanical effectiveness depending on which Edges they chose.

I think SR5 should go back to a template system. You have so many points for attributes, so many for skills, etc. It's much easier to use and removes the impulse to fiddle so much, thereby reducing min/maxing.
_Pax._
QUOTE (thorya @ Jan 22 2013, 04:37 AM) *
Sure you can balanced a game for any power level, but if you're trying to run a game with the Justice League, you're going to have to have a lot of random kryptonite lying around and have everything painted yellow to keep Superman and Green Lantern from solving everything instantly, so that Batman, Aquaman and the Green Arrow have a chance to do something.

Or, you know, give Superman and the Lantern something else to do, that ONLY they can do, in order to buy time for the low-powered characters to save the day.

Kind of like what happens in the comics, nine times out of ten.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012