Ivory Tower Game Design
0When we designed 3rd Edition
D&D, people around Wizards of the Coast joked about the "lessons"
we could learn from Magic: The Gathering, like making the rulebooks --
or the rules themselves -- collectible. ("Darn, I got another Cleave, I'm
still looking for the ultra-rare Great Cleave.")
But, in fact, we did take
some cues from Magic. For example, Magic uses templating to great
effect, and now D&D does too. (To be clear, in this instance, I don't mean
templates like "half-dragon," so much as I mean the templating categories
such as "fire spells" and "cold-using creatures," then setting
up rules for how they interact, so that ever contradictory rules for those things
don't arise again, as they did in previous editions.)
Magic also has a
concept of "Timmy cards." These are cards that look cool, but aren't
actually that great in the game. The purpose of such cards is to reward people
for really mastering the game, and making players feel smart when they've figured
out that one card is better than the other. While D&D doesn't exactly do
that, it is true that certain game choices are deliberately better than others.
Toughness, for example,
has its uses, but in most cases it's not the best choice of feat. If you can
use martial weapons, a longsword is better than many other one-handed weapons.
And so on -- there are many other, far more intricate examples. (Arguably, this
kind of thing has always existed in D&D. Mostly, we just made sure that
we didn't design it away -- we wanted to reward mastery of the game.)
There's a third concept
that we took from Magic-style rules design, though. Only with six years
of hindsight do I call the concept "Ivory Tower Game Design." (Perhaps
a bit of misnomer, but it's got a ring to it.) This is the approach we took
in 3rd Edition: basically just laying out the rules without a lot of advice
or help. This strategy relates tangentially to the second point above. The idea
here is that the game just gives the rules, and players figure out the ins and
outs for themselves -- players are rewarded for achieving mastery of the rules
and making good choices rather than poor ones.
Perhaps as is obvious from
the name I've coined for this rules writing style, I no longer think this is
entirely a good idea. I was just reading a passage from a recent book, and I
found it rather obtuse. But it wasn't the writer's fault. He was just following
the lead the core books offered him. Nevertheless, the whole thing would have
been much better if the writer had just broken through the barrier this kind
of design sets up between designer and player and just told the reader what
the heck he was talking about.
To continue to use the simplistic
example above, the Toughness feat could have been written to make it clear that
it was for 1st-level elf wizards (where it is likely to give them a 100 percent
increase in hit points). It's also handy when you know you're playing a one-shot
session with 1st-level characters, like at a convention (you sure don't want
to take item creation feats in such an instance, for example).
Ivory Tower Game Design requires a two-step process on the part of the reader.
You read the rule, and then you think about how it fits in with the rest of
the game. There's a moment of understanding, and then a moment of comprehension.
That's not a terrible thing, but neither is just providing the reader with both
steps, at least some of the time.
While there's something
to be said for just giving gamers the rules to do with as they please, there's
just as much to be said for simply giving it to the reader straight in a more
honest, conversational approach. Perhaps that's what the upcoming D&D
for Dummies book will be. I hope so.
Related Articles
A Daily Dose of Adventure! My latest game-related project
is the launch of Dungeonaday.com,
a subscription-based website that offers new game content every weekday. Basically,
what I'm doing is building an ongoing dungeon-based campaign of a decidedly
old-school tradition, but utilizing all the newest presentation options. So
expect an adventure like no other with hypertext references to all the important
game content (including various rules references), fluid encounters, and incredible
amounts of detail. |
Gary Gygax (1938-2008) If you're reading this on
this website, you don't need me to tell you who Gary Gygax is, or to list all
of his amazing accomplishments. In fact, it's not hyperbole to say that, if
it weren't for Gary, you wouldn't be reading this, and this website would not
exist.... |
Left But Not Gone I was sitting in my office
at my dream job at Iron Crown Enterprises. Except my office was a small room
with two other editors, and my job was quickly becoming nothing more than trying to convince irate, unpaid authors that financially
things at the company would soon improve and they would get paid. It was less and less the dream I had been dreaming for so long..... |
Gen Con on the Other Side of the Booth When I started working in the game industry, it was at Gen Con. My very first day working full-time for ICE was at Gen Con 1990. It was also my first Gen Con ever. I had never had the opportunity to go just as an attendee, for fun. For those first few Gen Cons, my job was to "work the booth" a few hours each day, which meant sell product and chat with gamers. It was fun, actually. Then I went to work for TSR, and Gen Con really changed.... |
Brazil! For quite a few years, I'd
been in contact with the people at Devir -- a Brazilian game distributor, translator,
and publisher -- about coming down for a convention, but it never seemed to
work out. Finally, almost a year and a half ago, they pinned me down and forced
me to agree to come to Brazil this July. Okay, maybe not forced... |
Well, Here I Am. And I'm Not Leaving It was the very last day
of my summer internship at ICE, and my boss, Coleman, called me into his office.
By that time, I was pretty sure I knew what this was going to be about. There
had been hints from a few people over the previous week or so... |
|