Friday, March 19, 2010

Three-Player Game Mechanics

When games involve players being able to attack each other or ally with each other in a relatively unrestricted way, I generally feel that such games work best with only two sides. When there are more sides, certain characteristic things happen in the game that tend to overshadow the ordinary play of the game. I am referring to these developments of the game play as three-player game mechanics, as they tend to exemplify why it can be difficult to create a three-player game without careful thought to the game mechanic. The same things can happen with more players as well.

Perhaps the most classic 3-player game mechanic is the Alliance mechanic, where two players will form a semi-permanent alliance in order to knock the third player out of the game, before turning on each other. It is easier to win a 2-player game than a 3-player game, so it is very logical for 2 players to team up like this. And in the kind of games I'm discussing here, the third player is likely to have little or no chance of surviving against this kind of odds. So the most important part of game play is to be one of the players in the alliance. This is what I really think of with a game like Diplomacy. In my experience, given an average group of players, socializing among the players basically determines success, overwhelming any tactical or strategic considerations. Often the most persuasive player will convince the weakest player to join an alliance, hoping he can destroy the dangerous third player then eliminate his ally. The rules of the game don't make a whole lot of difference – the game is won or lost at the very beginning, when the alliances are formed.

In theory, when the alliance has just about crushed the third player, one of the alliance might want to suddenly backstab the other, thus allowing the third player to stay in the game. But this doesn't seem very likely unless the game is carefully constructed for it; there are many things that can prevent it. Sometimes attacking a weak player is very profitable in terms of stealing resources, so there is really no reason to attack your strong ally until the weak player is totally destroyed. Sometimes there isn't much of a gray area, by the time the alliance has done enough damage to consider turning on each other, the third player is hopelessly crippled. Sometimes the alliance has so many forces in the third player's territory that he'll be destroyed by the fighting anyways. Sometimes the game doesn't really allow the alliance players to catch each other with surprise attacks, so there is little incentive not to continue the alliance properly. Very often the personalities or social relationship of the players is such that they aren't inclined to terminate the alliance until its successful conclusion, regardless of other logic.

Another classic 3-player mechanic is the Balance of Power mechanic, in which player with the strongest position at any given time is opposed by the other two players, until that player is no longer the strongest. This mechanic is actually fairly popular, as it helps ensure that all players remain in the game. When this is done is a very weak way, it can be a nice mechanic for that purpose. But in the unrestrained format, it results in a game where any form of successful game play that is visible to the other players is meaningless, because they just team up to remove any advantage gained. So most of the game is just a formality, with no effect on the eventual outcome, unless a player can get some sort of secret advantage the others aren't aware of. Then, at the end of the game, it becomes a question of who chooses the right time to sprint for the finish line. Somewhat like the end of a cycling road race stage, where if you start your sprint too early, or too late, you lose. Very often the first player to come close to winning is just barely stopped, then another player sneaks in to victory.

A third mechanic is the Let's You and Him Fight mechanic. This is characteristic of games in which combat simply causes attrition to the attacker and the defender. In this sort of game, it is highly advantageous not to attack at all. If the two other players fight each other, you are the one that benefits. If all of the players realize this, then either the Alliance or Balance of Power mechanic takes over, or the game just goes on without combat, and is rather boring. Very often, however, if the game is about combat, the players will fight anyway, simply because there is no point playing if nothing is going to happen. And if they do, eventually a winner will be declared. But this means the game is creating a degenerate situation where trying to make the game fun causes you to lose the game – not a situation you want in your game.

If you are interested in a game of deception and tricky diplomatic maneuvering, the Alliance and Balance of Power mechanics can be very interesting. There are definitely games built around this sort of thing, such as Diplomacy. But if you don't want this to be the focus of the game, these 3-player mechanics are destructive, as they dominate the game play and make most of the actual game mechanics insignificant. The Let's You and Him Fight mechanic, as far as I can tell, is purely something destructive to be avoided.

If you don't want your multiplayer game to be dominated by one of these mechanics, they can be prevented or minimized by an appropriate game design; most popular multiplayer games do this. In many games players have strong reasons to be interested in improving their own unique position, and a very limited ability to concentrate attacks on specific players. But if you just take a good competitive two-player game, and add multiple sides, it is all too easy for the game to degenerate into one of these three-player mechanics and become a very different game.

Wednesday, February 17, 2010

Game Balance Analysis: Battletech 3025 Weapons

I love game balance, and when I study a game, I usually like to look at the game balance and figure out whether the various items in the game are balanced against each other, and which are too powerful or too weak compared to the others. I thought I'd go over my game balance analysis of an actual game.

The game I felt like analyzing was classic Battletech, the version in the 3025 Technical Readout, an old game book I have a great fondness for. I was thinking of Battletech recently, and started thinking of the game balance between the various weapons, so that is what I'm writing about.

I'm not really an expert on Battletech tactics, and it has been quite a while since I've actually played the game. But this is primarily an analysis based on mathematics and logic, supplemented by some play experience, the typical kind of analysis I like to do. And I'm using my old Battletech Rules of Warfare manual for the analysis, not the latest Battletech rules; this is an example of game balance analysis, not a commentary on the current state of the game.

The first thing to note about the weapons is the distinction between energy weapons and ammunition weapons.

1. Energy weapons have unlimited ammunition.
2. Ammunition will explode if it suffers a critical hit; this typically destroys the Mech.
3. Energy weapons are better at clearing woods and starting fires.

In addition to these advantages, energy weapons tend to be smaller but require more heat sinks. Spending tonnage on heat sinks rather than spending the same tonnage on more massive weapons has advantages of its own.

1. If you have a weapon that takes up fewer critical spaces but needs more heat sinks, then more of the mech's critical spaces are filled with heat sinks compared to weapons. This is good, because a hit on a single heat sink is no big deal, much preferrable to a hit on a weapon.
2. Weapons that require more heat sinks are more flexible. If you are in danger of overheating, a mech with heat-heat weapons and lots of heat sinks can just skip a high-heat weapon and cool down a lot. A mech with low-heat weapons and few heat sinks would have to lose a lot of firepower just to cool down a little. This could be important if the mech has taken engine criticals or needs to use jump jets.
3. If you build Mechs like they do in the classic 3025 Technical Readout, with more weapons than heat sinks to handle them, then the flexibility of high-heat weapons becomes really useful. You can choose to fire the high heat weapon, and accept the heat buildup, or not fire it, and cool down.

I should then mention some other important effects I didn't put into the ETR, since I don't feel I can calculate them, but they do factor into my balance considerations. The effectiveness of a weapon is not directly proportional to its damage. Weapons that do a lot of damage to a single area are especially good because they cause damage more unevenly, and can defeat the enemy mech without destroying all armor on all locations. Weapons that cause a smaller amount of damage have the advantage of being more efficient at causing critical hits, since you roll on the critical table for each hit, and the amount of damage doesn't matter. In general, I think the first effect is more important, particularly as the absolute damage gets larger. A 10 damage PPC is definitely more than twice as good as a 5 damage medium laser. And the devastating power of a 20 damage AC/20 is really extraordinarily useful. At damage 5 or less it isn't so clear, and certainly two 1 point weapons would be better than a 2 point weapon. It should also be noted that having two small weapons is slightly better than one weapon with twice the firepower, since one hit can only destroy one weapon, and you can choose to fire only one for heat purposes.

To analyze the weapons more conveniently, I'm going to make up a number that estimates how resource-intensive the weapon is. It will be the tonnage of the weapon, plus 90% of the heat, plus the weight of 15 shots of ammo. This total will then be increased by 5% for an ammo-based weapon (to account for the disadvantages). The numbers don't have to be super-exact, since I'm not interested in perfect balance calculations, only determining whether different weapons seem close enough that you could argue over which one is better.

I made some charts calculating the ETR, damage, and damage efficiency of each weapon. The tables didn't copy easily into the blog, you can see the version of this article with tables here.

Let's start out by examining the long-range weapons. They generally have a range band of 5, or 6 with minimum range 3, or 7 with minimum range 6. It is hard for me to make a statement on whether the longer ranges with higher minimum ranges are better or worse, so I'm just going to treat them as pretty close.

My baseline weapons are the PPC and the laser laser. These weapons are pretty similar to one another.

The AC/10 seems like a pretty similar ammunition-based weapon to these two. By my estimate, it is pretty close, just about as good as the other two. The ETR is very close to that of the PPC, which does the same damage with slightly different range characteristics. I'd prefer the PPC, but still, they are pretty close.

The AC/5 is clearly an inferior weapon compared to the PPC. It is significantly less efficient than the PPC in my calculations, and it does less concentrated damage. Even if you ignore the advantages of the PPC as a concentrated-damage heat-based energy weapon, and use a more favorable way to calculate ETR, you still have the fact that the AC/5 does half the damage of a PPC, yet consumes more than half the tonnage.

The AC/2, on the other hand, is just silly and useless. It requires about 75% of the resources of the AC/5, but does 40% of the damage. It does have the best range characteristics of any weapon, but the extra range is not worth this much! And the AC/5 is already a weak weapon to compare to. It is true that it has the very longest range in the game, so maybe you could use it for some sort of strategic siege. But the weapon is so weak that if you carry the standard amount of ammo for mechs in the 3025 readout, you won't be able to seriously hurt another mech at long range before exhausting your ammunition.

The LRM/5 feels a bit weak to me. While its damage/ETR is slightly higher than average, the damage is very non-concentrated. And although the range is very good, I feel the terrible accuracy at close range is a real hindrance. However, that being said, for balance purposes it is close enough to the PPC and large laser that I would consider it an equivalent weapon, one you could easily argue was as good or better.

The other LRM's are practically just scaled-up versions of the LRM/5. They use slightly more tonnage and fewer heat sinks, and cause slightly more concentrated damage. I consider the LRM/5 the best, but really they are so close it doesn't matter much.

Next, we move on to the short-range weapons, those with a range band of 3. They are easy to compare with each other, but hard to compare with the long-range weapons, because I can't say for certain how much better the longer range actually is.

My general feeling is that the SRM/6 is the weapon closest to being balanced with the PPC and Large Laser. It has slightly more than 50% more damage efficiency, which seems to be in the ballpark of being an equal exchange for the long range.

The SRM/4 and SRM/2 are just inferior versions of the SRM/6. This can be seen pretty clearly by the fact that the heat output is more per missile in the smaller launchers, while everything else scales about evenly. This assumes you aren't using the optional Inferno SRM/2 rules; that weapon is insanely potent for its size.

The medium laser has a much better ETR than the SRM/6, and seems like an extremely efficient weapon. This has always been my intuitive feel as well; the key is that the one ton weight is just amazingly low for a weapon with pretty good damage. I tend to think that the medium laser is more efficient than any of the long-range weapons, despite the shorter range.

The AC/20 is a queer weapon. The ETR is pretty low, rather less than the SRM/6. But the damage from this weapon is so amazingly concentrated, it is absolutely deadly. 20 points to one hit location is just incredibly frightening. Because of this, the power of the weapon is hard to judge. My feeling is that it is a very good weapon, much better than an SRM/6, but it is probably not as efficient as the medium laser.

Finally, the point blank weapons. Again, it is hard to say how these compare with longer-ranged weapons. The Mechs in the 3025 Readout carry so few of these that it is almost irrelevant how efficient they are, they just don't have much effect on the total effectiveness of the Mech. But when you use the Mech creation rules to design your own Mech, it is very tempting to load it with an enormous number of point blank weapons.

The small laser is what I would think of as the "standard" point blank weapon, although with so few point blank weapons, this isn't a very meaningful designation. If you look at my ETR, I estimate it is more than 50% more efficient than the medium laser. It seems plausible that 50% might be worth the extra range of the medium laser, so these weapons seem maybe equally efficient to me. Since the medium laser is unusually good, I would say the small laser is awfully good too.

However, if the small laser is good, then the machine gun is really good, at least according to my ETR. It has the big disadvantage that the tonnage I'm calculating doesn't "come" with a heat sink; most of the tonnage of a small laser is in the heat sink, which can be used for another purpose if you are out of range, but the machine gun just sits there taking up space if you don't get to point blank range. But if you are building a custom mech, the machine gun seems like the best weapon in the game. You can get 10 machine guns and a ton of ammo for only 6 tons!

Now, there are some caveats to this. Saying it is the best weapon in the game doesn't necessarily mean you would actually want an army of nothing but machine gun mechs; there might be some situations they can't handle. It just means that in a typical Mech battle, if you could replace one of the Mechs with a custom design, I'd guess you couldn't do better than to put on a horde of machine guns.

Another point to note is that some of the weapons are much less effective when used in the typical configuration of a mech in the 3025 readout. You can make a pretty evil mech with machine guns using the mech creation rules, but machine guns on the standard mechs are usually pretty awful. They often have 2 machine guns with a whole ton of ammo, which is way too much ammo. And the key to counteracting the poor range of a machine gun is to be totally focussed on getting to point blank range. With so few machine guns, the average 3025 Mech may have little incentive to close the distance, so the machine guns stay idle, and might better be replaced by a different weapon.

The final weapon is the flamer. Since a flamer is identical to a medium laser, except that it does 2 damage instead of 5, it is clearly worthless for any purpose other than setting fires. In my opinion, it is pretty worthless even for that purpose. I would rather have a medium laser to start fires with. Even though it has only 7/12 the chance to start a fire, it can start a fire from three times the range. The flamer is mostly good if you want to set your own position on fire!

A final note is that from a strategic point of view, energy weapons are clearly better than ammunition weapons. The odd thing is that, in general, they do not seem to pay anything for this ability. The average energy weapon is about as good as one of the better ammunition weapons, even without the extra advantages of being an energy weapon. I'm not sure why you would mess around with the logistics for ammunition when energy weapon based Mechs are at least as powerful and never need rearming.

Tuesday, January 19, 2010

Disparity of Power Level in Superhero Games

One interesting issue when designing a superhero roleplaying game is how to handle the vast disparity in power levels between characters considered to be superheroes. If you allow the players to imitate any characters from the comics, how can you play a game in which Captain America might fight alongside Thor? If you try to model the game in a realistic fashion, the results would be bizarre. Any attack which can hurt Thor at all should kill Captain America instantly with any hit. And any opponent who can withstand even a single attack from Thor should be immune to Captain America's martial arts attacks.

When designing a superhero game, you need to have an approach to handling these issues. And the fact that the comic books are unrealistic in this way isn't necessarily bad or something that needs to be fixed; I myself like to model the classic comic books and intentionally recreate the unrealistic action in them. But this means understanding how the action seems to work and what your game will do to deal with issues relating to the great variation in the scale of attacks and defenses in the comic books.

How do traditional superhero roleplaying games handle this issue?

Compression of Scale: This is a classic in superhero games. I tend to think in particular of Champions. Characters can have vastly different power levels in terms of conception, but the game mechanics ensure that they can engage in combat with one another and still enjoy a good slugfest. When a high-offense character attacks a low-defense character, he does a lot of damage, but not an unlimited amount of damage. And a low-offense character can cause a small amount of damage to a high defense character. Typically interactions with the unliving world are also scaled, so that strengths can vary a thousand-fold and strong characters can bust through concrete walls while weaker ones have to make a roll to pull the door off of a car. This approach gives great freedom in designing and playing characters who act like the comics, while still making possible a well balanced combat system; it is my favorite approach. The disadvantage is that a lot of edge cases tend to feel odd and unrealistic. If you are really thinking of the game as a comic book, it can be hard to envision how the martial artist can be grabbed by molten lava man without ending up in the burn ward, or how he can get lucky and karate kick his way out of a prison cell. You need even more suspension of disbelief than you would in an actual comic book.

Fixed Character Power Level: This is another mechanism that can work very well in superhero games. The game may allow you to be many different types of superheroes, but all of these superheroes end up having a similar overall power level. The game does not try to mimic the vast disparities between the power levels of supers in the comics. This approach feels more realistic than Compression of Scale. Everyone can engage in bang-up battles just like the comic books, and everything feels just about right. The down side is that the characters can look like classic comic book characters, but they clearly can't quite be the same. You can make a character who looks and acts like Superman, but he can't really lift the space shuttle into orbit or survive howitzer shells without a scratch. You can make a character with the attitude and super-senses of Daredevil, but he is also a "meta" with steel-hard skin and super-strength, who can't really go on an adventure in which he faces an ordinary human crime lord and is overwhelmed by hordes of martial arts minions. But as long as you don't mind matching your conception to the setting of the game, everything works great.

Harsh Reality: Many games just don't really deal with the scale issue at all. You can make characters of greatly varying power levels, and those characters are not balanced at all against each other, so fights can be lopsided and brutal. By "not balanced at all", I mean that they may be equally good overall, but they are not balanced so that a slugfest can really work. Maybe one guy controls minds, while the other is strong enough to kill with one blow, so the fight is decided by who can attack first. Such a game can work, but only if it is understood that the game is not trying to model a classic comic book reality, but something quite different. Typically this works well with games that are attempting a modern rethinking approach to superheroes - "what would happen if people had superpowers in real life?" I think of Aberrant as an example of this. The harsh reality approach is really meant for a game that encourages a "combat is rare and very scary" approach, with a focus on storytelling and noncombat activities. I am generally rather disappointed with games that use the harsh reality approach, but pretend to be a 4-color comic book game when you design the characters. You can make your classic comic book character, but once you start playing, you find your character had better change his entire outlook on life, lest he end up dead or booked for manslaughter. Unless the GM simply mandates that all characters have reasonably comparable attacks and defenses, in which case the game is transformed into Fixed Power Level.

How do the comic books handle these issues?

Compression of Scale. Often, in the classic comic books, big attacks are more powerful than small attacks, but not as much more powerful as you might expect. For instance, a superhero who can lift 50 tons may fight a supervillain who can lift 10 tons. The supervillain may appear to be outclassed, but not nearly as outclassed as you might logically expect when one guy is 5 times as strong as the other. Compression of Scale is often used when, visually, you can get away with it. I remember several times in the Avengers when a mighty villain would make his entrance with an explosion that flattened all of the Avengers. It looks good in the comics. But realistically, one explosion is not going to have an equal effect on Avengers of vastly different toughness levels.

Rationalization. Many comic books characters will give excuses for why attacks between vastly mismatched opponents can have the effects they do. For instance, a character with low defenses will say, "Good thing that attack only grazed me, or I'd have been killed!" Good thing the attacks always just cause grazing hits! Or a villain will grab him and say, "I'll crush you like an overripe melon." Odd that the panel makes it look like he is already applying the squeeze to a resisting hero. Realistically, if you can tear steel like tissue paper, you should be able to tear an ordinary human body to a pulp faster than you can say the line. Instead, the villain just announces his awesome capabilities, but the fight goes on with compression of scale. Some heroes, like Spider-Man, like to say that they always pull their punches against weak opponents. This is somewhat convincing - it would be logical for them to do so - but it is interesting that the fights then play out exactly as they would if Spider-Man's punch just wasn't strong enough to overwhelm a human-level villain. In other words, in terms of how you would simulate this in a roleplaying game, Rationalization acts much like a special effect of Compression of Scale, with the special effect being that whenever a low defense character is hit by a big attack, he takes the usual amount of damage, then says "lucky I avoided 90% of the blow." And whenever a high offense character attacks a low defense villain, he rolls the usual amount of damage, then says, "good thing I pulled my punch, or that would have killed him." But otherwise, the fight goes on with the character exchanging blows according to the regular rules of the game.

Comic Book Coincidence: This is my term for a staple of comic books and many other media, the fact that the books are scripted so that heroes and villains without superhuman defenses are virtually never hit by bullets and other lethal attacks. The effect is really strong. Batman can dive through a hail of gunfire again and again and again without getting hit, but switch to punches or non-lethal energy blasts, and he gets quite often (he is agile enough to dodge most of them, but he still takes many hits). I often try to think of ways to model this, but I haven't seen this modeled in a published roleplaying games. That is, many games model the idea of comic book luck, but not the idea that characters are much luckier against bullets and swords than concussion blasts and fists. The closest is games that use fairly abstract damage such as hit points, then encourage you to think of hit point damage as just representing fatigue from avoiding close attacks. But this approach isn't very convincing when the game mechanics ignore it - when the unarmored character not only takes damage from being encased in molten lava, he is also immobilized and suffocating until someone breaks him out.

Harsh Reality: The advantage of the comic books is that, since they are totally scripted, they need not be consistent. The comic book writer is free to switch to harsh reality when desired for dramatic effect, then switch away when it becomes inconvenient. So many comic books which generally use compression of scale have some dramatic moments in which the true disparity of power levels becomes apparent. Sometimes this is used for comic relief - the hero seems so much mightier than the villain that instead of the writer trying to convince the reader that the villain can really provide a challenge, they just make him the joke for the issue. In any case, this relates to the general difference between highly scripted source material and freeform roleplaying games; you can't always match the source material unless your roleplaying game is also highly scripted. Of course, the more straightforward form of harsh reality is that some comic books, especially more modern ones, that just don't try to match the four-color feel at all, and combat really is pretty brutal and short unless both foes are very well matched. A game trying to imitate this form of superhero action wouldn't need to worry about the problems of scaling attacks and defenses.

Tuesday, December 29, 2009

Balancing The Game To Encourage Genre Appropriate Actions

One of my primary goals when designing game mechanics is to make the game encourage actions which are genre-appropriate, fun, or fit well with the theme of the game. Encouragement can mean different things, but it most often means making that action one of the best possible actions from the competitive point of view (winning the game or defeating the adventure).

Let's create an example of what I'm trying to prevent. Imagine you have a fencer in a swashbuckling adventure game. The character concept, and the genre, imply that he should frequently use his weapon to disarm his opponents, rather than simply stabbing them.

In most traditional roleplaying games, the disarm maneuver involves the attacker making some sort of (often fairly difficult) roll to successfully force the defender to drop his weapon. So the game has fulfilled the mechanical requirement of permitting the character to disarm the foe.

The problem is that the disarmed opponent can then spend his action to pick the weapon back up. So all the fencer has done is spend an entire action to force the opponent to spend an action. And that is if he succeeds in the disarm; otherwise, he has spent an action for no effect. So overall, disarm costs an action for the attacker in order to cost the defender less than an action. Not very useful.

Now, one might point out that there are situations where this disarm maneuver is indeed useful. In particular, if there are two PC's fighting one opponent, one PC can disarm the opponent, and the other can pick up the weapon, leaving the defender unarmed and helpless. Or if you are fighting near a cliff or in a bog, you may be able to disarm an opponent and have the weapon be lost for good. Also, you can use disarm just to waste time, in case the situation doesn't require you to win, or if you are one-on-one with a more powerful opponent and want to delay matters until your allies arrive.

Unfortunately, none of this really helps the situation at hand, which is capturing the spirit of a swashbuckler movie where the fencer frequently disarms opponents in situations where none of these are true. Indeed, the fencer is often outnumbered and pressed for time, yet still disarms the opponents. But when playing a game with standard disarm rules, one would very quickly realize that this is totally ineffective and basically a waste of time, and the player would want to start stabbing opponents to win the battle.

One response to this would be to say that the swashbuckler has a psychological limitation that makes him enjoy disarming opponents even though it isn't really effective, just because he enjoys doing so. This limitation could give him the points to be such a good fencer that he can get away with some nonsense and still win the fights. But I don't really feel like this is true to the source material or the character. If this were true, you'd expect the other characters in the movie to say, "Wow, that guy's a good fencer. Too bad he's a grandstanding moron!" But they don't do so, and the movie doesn't convey that impression. Indeed, the character concept for the swashbuckler may well be that of a reluctant hero forced to fight for an important cause, not a that of an egotist enraptured with his own fencing skill. Also, if the psychological limitation theory were true, you'd expect the swashbuckler to drop the disarming when he has to save the life of his true love, but that doesn't really seem to happen in the source material.

A slightly different response would be to say that because disarming is appropriate to the source material, it is the player's responsibility to throw in some disarm attempts as "good roleplaying". The idea of expecting players to help make the game fun is a good one. I don't generally play roleplaying games in a highly competitive style, and in the roleplaying games I play in, it is understood that the players don't just go all-out to optimize every game mechanic to win the game, but try to do fun things and advance the story, or at least make the battles entertaining. There is no way to balance everything perfectly or guarantee that the most entertaining move is the most effective. You expect the players to mix things up and put some variety in the game even if a careful analysis may reveal that a more boring strategy is somewhat more effective. But I generally think this sort of thing works best when the game balance between the different actions being considered is pretty close. A lot of the time, you may suspect a certain action isn't optimal, but there are pros and cons both ways, so it isn't really clear. So you really feel free to do whatever you think is cool.

For instance, in Torg you had the ability to take "approved actions" each round, like taunting or tricking the opponent, instead of just attacking them. Success would give you a minor advantage over the foe and an extra card. We loved approved actions, they were cool, and we did them over and over. We always strongly suspected that just attacking the foe would be more effective; ending the battle early is generally a good thing. But the benefit of cards was hard to quantify; they could set you up for a big attack later on, and could potentially be saved for use later in the adventure. And approved action were fun, and Torg characters were so full of possibilities (hero points) that you weren't that scared of combat anyway. So it all seemed to work OK. Actually, though, I should admit that in this case I did make some rules changes to make the approved actions a bit better and encourage them more.

However, when one action is just flat out way inferior to another, even in cases where it ought to be useful, that is just going way beyond the scope of what should be expected from the players. In the case of the disarm example, using disarm in most situations isn't an interesting choice with pros and cons; it is just a way to make your character less effective. The more you use it, the less effective you are. It is basically as if the GM is saying, "I'd like you to vary your actions to make the combat more interesting. Whenever you do so, I will punish you by making you less effective. The more interesting you are, the more I will punish you." It is perverse and unfortunate, and even though players can and often do make games more entertaining this way, it would be much better if the rules were changed so that they were not made ineffective by doing so.

On a related note, the players can bypass various forms of rules abuse by following conventions. For instance, in Champions, when an enemy strongman jumped up to you and started trying to smash your face in, it was most effective within the rules to ignore that person and attack a weaker enemy. Nothing in the rules required you to pay any attention to enemies attacking you; even if you were virtually surrounded on all sides with angry swordsmen, you were free to run off to a different part of the battlefield as if they were all paralyzed and attack the vulnerable boss behind them. Since this was totally inappropriate to the genre (and reality too), we made a convention that you were expected to defend yourself when attacked and had to do something if you wanted to fight your way past the attacker. This was a good convention; conventions can be useful to fix bad rules or substitute for rules that don't exist. But it is even better to fix or create the rule, rather than having a convention. Then you know exactly when the rule applies and what the penalty is for breaking it. In any case, the idea of making a convention doesn't work well for disarm example because it isn't clear how you would apply the convention. Saying that you had to disarm every other attack would just be way too unnatural.

Another way to deal with the issue here is for the GM to compensate by rewarding genre-appropriate maneuvers. I highly approve of having the GM reward genre-appropriate maneuvers with cool custom bonuses. But this is best for things done infrequently. If the genre rarely involved disarming opponents, and you suddenly had a good reason to do so as a surprise maneuver to liven things up, it would be very appropriate for the GM to make up some sort of bonus on the spot. But if you disarm constantly as part of the genre, custom bonuses aren't very practical. If you give the same bonus every time, you've created a rule, and the rule might as well be written down. If not, you start to play a game where the GM is just making up the rules arbitrarily. You can do this, of course - you can roleplay without any rules at all if you want to. But the assumption here is that we are playing a game with rules, and the premise behind playing a game with rules is that, most of the time, it is better to have a rule than rely on pure GM arbitrariness.

So for all of these reasons, I would want to devise an improvement to the disarm rule. One could argue against this by pointing out that boosting the disarm power as written shouldn't be done because it would be too strong and would break the game in the situations where disarm is already a useful ability. This is true, but simply means that attempting to fix the problem requires rethinking the rule rather than simply boosting it. Part of the skill in modifying game rules is making sure that you don't create more problems than you fix. Just because my game analysis indicates that a game has some sort of problem or imperfection doesn't mean I will make a rule to fix it. I only make a rules change if I think the new rule will be better overall than the previous rule.

The truth is that every game is going to have problems simply because of the choices made in meeting various conflicting design goals. And sometimes those elements that make the game fun also seem to have disadvantages too. For instance, one of my favorite board games is History of the World. But it has the disadvantage that more than 6 hours to play. It can be hard to get people to play for this reason. But the length of the game is related to the fact that it plays out the "History of the World", and that is part of what I like about it. I haven't really thought of any clever way to speed up with game without detracting from the epic quality I like about it. So I haven't tried to make a rule to speed up the game, I just consider the length part of the pros and cons of a game I really like overall. I feel that putting in a simple-minded rule to speed up the game - like playing for only 3 turns - would make the game worse rather than better.

But if I did think of a way to make the game just as fun but twice as fast, I wouldn't hestitate to try it out. Just because a rule is hard to improve upon doesn't mean you shouldn't try. Sometimes I try a lot of experiments, and a lot of those experiments fail. Sometimes I try experimental rules that I know won't work perfectly, just to get information. But in the end, the goal is to craft a new rule that is better overall than the previous rule.

By the way, I've never really come up with what I would call a perfect solution to the disarming problem, only various ideas. One example of an idea would be to use the 4th edition D&D power design philosophy and have disarming be a special attack that causes damage, with the special effect that the damage is totally abstract and the attack looks totally non-violent. Attacks which fail to kill have the bonus effect of temporarily disarming the enemy; attacks which kill the enemy either look like kills on-screen, or the enemy looks like he is still conscious but is counted as "defeated" and no longer has any game effect on the battle.

Thursday, December 17, 2009

Planet Busters - New Rules 2.0

Since I didn't have any real problems with the modest rules changes in version 1.0, I felt that my conservative changes were successful and I wanted to go farther and make more improvements, particularly to the balance of individual pieces.

With my 1.0 rules, I had essentially specified that 96 game pieces would be used to play the game. But there are 118 game pieces in the box. I realized that I might as well specify which 96 tiles were used rather than picking them randomly. This meant removing 20% of the units. Since most units are present in quantities where 20% is either 0 or 1, this gives me the opportunity to fine tune some adjustments by picking which pieces to leave out and which to leave in.

I removed a carrier and a tug, as 3 seemed like an awful lot and these units are hard to balance. I removed one deathon so that it would be unique - the ultimate warship - while leaving the other 6 capital ships (Baycruz and Dranaught). I removed a whirler, a salvage vessel, and a screen satellite because these seem somewhat extreme, one of each should be enough. In the fuel vessel category, I removed the tanker but kept the armed merchantmen and the fuel satellite; this makes the immobile fuel satellite more unique. I kept all of the satellites so that there would be as many things for tugs to pull as possible, and I kept the mines too because it seemed useful to have more defense in the game. I kept all of the sailing ships mainly because the numbers worked out that way, and they are handy.

Deciding which special events to leave out was tricky. Peace Treaty was obvious. Revolt was the other obvious one; the piece isn't very interactive or interesting, you just suddenly steal a planet. I was tempted to leave out both, but chose not to. So the other piece I left out was meteor swarm, mainly because I had to choose something to keep the balance of categories even and I liked the other events more.

That leaves the planets. I need to get rid of 2 to maintain the balance. But I like the symmetry of having the traditional 9 planets of the solar system. So I decided to leave out the colonies. The colony combat rules were awkward and didn't seem to add much to the game.

The remaining changes were to adjust individual pieces.

The carrier seemed like a devastating unit, too powerful in playtesting. I would rather have this be more of a support unit and give more glory to the Deathon and the Dranaughts. I considered a number of changes to the rather extreme way the drone rules work, such as reducing the effectiveness of screening. But ultimately I went with the simple rule of reducing the number of drones. I allowed for the possibility of zero drones, so that there is at least some mathematical chance that the screening ability won't work.

To make the game move faster, I like to play that the defender's ships are arranged randomly. The only factor discouraging this is that you know that the scout is likely not to pick an edge unit, so this affects your choice of unit arrangement. So I removed the restriction about scouting the edge, allowing wraparound. This also makes the very wimpy scout units a little bit better.
Since the Deathon is so mighty, I considered having it cost you an extra piece to draw it. But this would make you extra bummed when it was sabotaged or mutinied. Instead, I slightly weakened the unit by making it cost two fuel. I like that this emphasizes the impressiveness of the ship. It's big!

Finally, the tug and the satellites are still too wimpy. It is pretty pathetic that the satellites not only can't move, they don't fight well either. But I didn't want to change the numbers on the tiles. So I decided to have satellites not cost any fuel to defend you. This fits the idea that they are dependable defensive units, always there to protect you. And it makes the compare in an interesting way to the sailing ships; an armored satellite can't move, but it doesn't have the "fire last" penalty.

A tug pulling a satellite is still not equal to two units, so it needs more help. First, I removed the penalty of getting your satellite captured when used on the offense; that just added insult to injury. But how else to make the combo more effective? I remembered that the scout ability is a nifty offense-only power, and it seemed logical that satellites would have good sensors, so I gave that power to the combo.

Rewritten rules:

These rules are for the 2-player game.

Tiles:
To create a standard 96-tile deck, remove the following pieces from the 118 tiles that come with the game:

1 carrier
1 conicle
1 deathon
1 tanker
1 salvage vessel
1 screen satellite
2 scout
1 tug
1 whirler
2 zerstor

2 colonies
1 planet buster (3)
4 fuel (2x6, 2x7)
1 meteor swarm
1 peace treaty
1 revolt

Setup: Each player receives a starting hand of 8 tiles. Put 20 tiles in the personal stack of each player. Put 40 tiles into a common stack.

Drawing: Each player must draw tiles from their personal stack until it is depleted, at which point the player draws tiles from the common stack. If the common stack is depleted, no more tiles may be drawn.

Victory Conditions: If at the beginning of a player's turn, that player has no tiles in play ("melded") and no tiles in his personal stack, that player loses the game. Otherwise, the game ends at the end of the turn when the common stack is depleted, and the player with the most points worth of planets wins the game.

Fuel: When a point of fuel is spent to allow a ship to fire weapons, that fuel allows it to perform any number of special functions for the remainder of the turn. You do not need to pay separately to activate special powers or attack a planet.

Planets: When you play a planet, draw one tile immediately.

Carrier: The number of drones created is 1d10/2, rounded down, with no minimum number.

Deathon: Counts as two ships for all fuel costs.

Satellites: Satellites do not require fuel to fire weapons.

Scouts: The revealing effect of a scout wraps around - if a scout engages the leftmost enemy unit, it reveals the rightmost enemy unit (as well as the unit it engaged and the unit to the right of that unit).

Tugs: If a tug is pulling a satellite on the attack, the value of the tug is added to the value of the satellite to determine the total combat value, without dividing by two. If combo is damaged, the satellite is automatically destroyed and the tug is safe. A tug pulling a satellite has the same detection powers as a scout.

Tuesday, December 8, 2009

New Rules Design for Planet Busters

Following my previous analysis, I wanted to make some rules adjustments to this game. My interest is in making improvements for the two player game. I get the feeling the game was really designed more with 4 players in mind, so this may entail some changes for that very reason.

As you can see in my analysis, the biggest issue I had was with the fact that one player would eventually crush the other one far before the game would end. I could have tried some sort of fancy rebalancing to ensure that one player can't easily crush the other until much later in the game. But instead, I decided to go for a simpler approach of ending the game sooner. I could just shorten the game, but since this is a wargame, I decided to really go with the idea of a battle to the death. I will simply formalize the concept of one player attaining a dominant position, so that the game ends at that point instead of going on indefinitely.

How to make the game mechanics decide that one player has a dominant position? This generally seems to involve one player running out of forces in play, so I will make that the criterion. The only problem with this is that in the early fighting, sometimes one side will temporarily have nothing on the board, but can still make a comeback if the right forces are drawn quickly. To allow for this, I will give each side a grace period - the game cannot end until a certain number of turns have passed. Keeping track of turns tends to be error prone in a game like this, so I will use a common game mechanism of setting aside a certain number of tiles for each player during the setup, and once these tiles are used up, the second phase of the game has started and you need to keep forces in play or lose the game.

What if the game really does go the distance? The original rules use the peace treaty tile to end the game after going through all the tiles about 1.5 times. This means that 2-player games will last twice as long as 4-player games. So I decided to shorten the 2-player game by ending it before going through all the tiles. This means the peace treaty tile isn't really necessary to end the game. However, the other effect of the peace treaty tile is that the players never know exactly when the game is going to end, so they can't to tricky things like playing a ton of planets or making an all-out attack just before the end of the game. By in my 2-player rules, this isn't much of an issue. In a zero sum game the players make all-out attacks half the time anyway, end of game or not. And hoarding planets in your hand isn't nearly so much of a temptation when it can get you knocked out of the game. So I'll just skip the peace treaty entirely.

Now that the big issue is out of the way, it is time to try some small improvements. In particular, making the tiles more game balanced. Now, in a game where you draw tiles totally at random, balancing the tiles isn't truly necessary for the game play; you can just accept that some draws are good and some are bad, you still have to fight with what you are dealt. But my preference is always for game balance unless there is a specific reason to do otherwise. In Planet Busters, I have no intention to create total balance between the tiles - a Dranaught is just better than a Baycruz. But when an overpowering unit can be toned down to have weaknesses as well as strengths, or when a pathetic unit could be improved to be more fun to draw and interesting to use, that is the sort of change I'd be looking for.

Planets seem awfully good. You get a fuel source, plus two extra tiles, for the price of one tile. The disadvantage of a planet under the normal rules is that it is a tempting target for attack, especially in a multi-player game. I think the bonus tiles are to encourage you to play it rather than leave it in your hand. But with my rules, and a two player game, I don't think this is so necessary. The game usually ends due to a military defeat, and a planet will help prevent that defeat. So I will reduce the planet bonus to one extra tile.

Colonies are even more extreme. In a game where tiles are really your only resource, having 50% more resources in just incredible. I couldn't think of a really elegant way to draw a fraction of a tile per turn, so I decided to make colonies have the same strategic benefit as planets, extra fuel. Planets don't give all that much fuel to begin with, so I figured it wouldn't hurt to give a little more. Running out of fuel isn't much fun anyways.

Tugs are just awful, by far the most worthless unit. They are useless by themselves, they are only effective as part of a combo. So they had better be pretty darn good when part of a combo; if you are lucky enough to get a tug and a satellite, you would think the combo would be better than your average 2 tiles. This is completely not the case. First of all, the satellites themselves are pretty pathetic; not only can't they attack by themselves, they also are weak units even on the defense. All that the tug does is give you the honor of pulling these weak units on the attack. Not only is the tug/satellite combo not as good as even a single average unit, it has the extra disadvantage that the enemy might capture the satellite. So I definitely wanted to make the combo more effective. My first idea was to simply add the tug strength to the satellite strength without halving.

Streamlining the fuel rules was something I did just to simplify the game. The main effect of requiring separate fuel to attack the planets is to make it harder to attack planets. With military victory so common, attacking planets doesn't seem nearly so valuable, so why make it hard. It just means that an attacker with little fuel will have a harder time finishing off a beaten opponent. I'm not sure if this is good or bad, but I feel like removing the extra step of fueling attacks on planets and seeing how it goes.

Here are the new rules:

These rules are for the 2-player game.

Setup: Each player receives a starting hand of 8 tiles. Put 20 tiles in the personal stack of each player. Put 40 tiles into a common stack. Don't use the Peace Treaty tile.

Drawing: Each player must draw tiles from their personal stack until it is depleted, at which point the player draws tiles from the common stack. If the common stack is depleted, no more tiles may be drawn.

Victory Conditions: If at the beginning of a player's turn, that player has no tiles in play and no tiles in his personal stack, that player loses the game. Otherwise, the game ends at the end of the turn when the common stack is depleted, and the player with the most points worth of planets wins the game.

Fuel: When a point of fuel is spent to allow a ship to fire weapons, that fuel allows it to perform any number of special functions for the remainder of the turn. You do not need to pay separately to activate special powers or attack a planet.

Planets: When you play a planet, draw one tile immediately.

Colonies: For noncombat purposes, colonies are treated as planets for all purposes; they provide free fuel and victory points rather than extra cards.

Tug: When a tug is used to tow a satellite, the value of the tug is added to the value of the satellite to determine the total combat value, without dividing by two.

Sunday, November 29, 2009

New Rule for Street Illegal

This week, time for some game design. I'm going to try to create a new rule for Street Illegal.

As you can see from my game impressions, my only complaint is that there is no penalty for travelling extremely slowly when in last place, whereas cars in the other positions actually have to keep their speed up to avoid being passed - in other words, they actually have to race. So I wanted to make a rule to discourage slow speeds in last place, so that everyone wants to race. Since the game basically works pretty well as is, I'd like to be conservative and give my new rule a fairly subtle effect.

The initial thought is to penalize players who are travelling slowly in last place. There are really only three things you can "lose" during the game - position, chips, and hand size. Losing hand size is rather drastic, and you can't go farther back than last place. So penalizing with chips seems logical. This leads to rule idea:

Rule v1: If you end the round in last place, you lose a chip if you have any.

Note: When the rule says "lose a chip if you have any", this is a potential red flag - can a player unfairly avoid the rule simply by arranging to not have any chips? In the present case, this isn't an issue. The behavior we are trying to discourage is driving slowly at the back to build up chips. There is no need to penalize players who have no chips, as they clearly aren't performing the behavior we want to discourage.

The idea with Rule v1 is to make players want to compete hard to stay out of last place, because last place is bad. The negative is that the rule is too broad. It penalizes players who are racing as fiercely as possible, but are unsuccessful. Basically, it kicks the player who is down, something I usually try to avoid. So:

Rule v2: If you are in last place, you must pay at least one chip during the round, either to exceed the speed limit or to pass the car ahead of you.

This is much better. It doesn't really penalize you much at all if you are really trying to race, but if you aren't racing at all, it is practically the same as losing a chip straight out.

Now, what is the game rationale for not travelling really slowly when in last place? The obvious is that you would be left behind. But an idea I had that is more consistent with a penalty in chips, rather than position, is that the police are chasing you on your illegal street race, and if you drive too slowly you have to spend a chip trying to outmaneuver the cops. This leads me to another idea:

Rule: If you are in last place, you must pay a chip if you travel less than the speed limit.

Hmm, this is missing something - what if there is no speed limit?

Rule v3: If you are in last place, you must pay a chip if you travel less than 90 mph.

This was my first solution, but I think the following may be more elegant:

Rule v4: If you are in last place, you must pay a chip if you travel less than the speed limit (100 mph if no limit).

This is the same as Rule v2, but if you can exactly match the speed limit, you don't have to pay. I think I like that it is slightly more subtle, and it means that you can still try to save up chips, but you need driving skill to do so - to drive at exactly the speed limit, rather than just driving really slowly. And setting the minimum speed based on the speed limit matches the fact that when you aren't in last place, you need to driver faster on roads with higher speed limits to avoid being passed.

I will try Rule v4.

New Rules:

Police: After performing your drive action, if you are in last place and you are travelling less than the speed limit (less than 100 mph if no speed limit), you are harassed by the police and you lose one chip. If you don't have any chips, you don't lose anything.