Leveling The Playing Field

In a some games, not all characters are created equal. This can be a source of variety, giving the players the ability to play high power campaigns at times and low power campaigns at others. Each one can have it’s specific appeal. I find that when starting a new game players often like to try out the high power characters first and then slowly migrate to the more nuanced low power characters.

That works if the players pick all of one kind, either high or low. Sometimes it can even work if the group is split 50/50 between them. You can have the characters work as two teams, one defending the group and the other running the soft skills that are needed to solve a puzzle. Or the high power guys punch through a barrier to deliver the soft skill guys to carry out the main goal. But what happens when the group is truly not balanced? This usually happens when a very small fraction of the players (maybe only one) picks low power characters. Even if you do segment the plot to spotlight the characters, the small portion of low power characters will feel marginalized because they are ineffective throughout most of the game.

I have this problem at the moment. We made a group of PCs that were heavy hitters of a Raider, a Tank Pilot and a Train Operator. One player does have a Field Scientist which is a low power character, but none of the other characters cover the scientist’s skills so she can still be useful. Then another player joined the group with a preexisting character, a Scout. The problem is, a Scout is not very useful to this group. In a low power campaign a scout on a motorcycle is fast and is very useful for tracking. In this situation, the combination of the Raiders Delta and the Train make the scout’s motorcycle almost laughable.

The low power characters have to have a place throughout the game, not just a spotlight where they make one critical roll and then their purpose is complete. In the last game, I was able to get everyone out of their vehicles (willingly) because there was no direct danger to them, they were engaged in a puzzle. This works occasionally, but if all the games are like this, the high power characters will start to question why they have all this firepower if none of it will be useful. Characters have to be used in the way the players are expecting them to be used or they will get disgruntled.

The Protection Principle

One way of handling this is the protection principal as was mentioned before. One group of characters protects the other, but the protected group needs to be free to finish a job. This can work in either direction though, the low powered characters may have to protect the high powered characters so that they can stay high powered. In The Artifact, this could come in the form of vehicles having their computers hacked by an outside source with a Comm Officer protecting the vehicles.

In my case, the scout character is free to work while the others are busy piloting. By putting the characters that are busy in danger in a way that the Scout can help out with makes the player feel that their character is valuable. In this case the Train Operator’s train is the opening for the Scout to act. The inside of the train is large enough for the Scout to be able to use his skills and be valuable.

To have the protection principle work, there has to be a task which will take time to carry out. A group of characters can work through the task while the others defend them from distraction.

The Separate Paths Principle

Another way of handling a power disparity is to have two or more tasks that need to be accomplished each task is best handled by a skill set that is only available to some of the characters. This can be difficult to set up properly and can become boringly formulaic if not handled well. It also can make the player group feel less like a team if they don’t see their efforts as playing off each other. Lastly it can be a major disappointment if one group fails and blocks the other from succeeding.

That’s not to say this principle should never be tried. It can be exciting and a nuanced way of structuring a game. If the player’s separate paths reinforce each other, perhaps even allowing one group to occasionally bail the other out with a success, it can keep the group feeling like a team.

The Unprepared Principal

This is probably my signature method for challenging the player characters. I’ve often overused this principle to challenge the players so I need to back off from it a little.

This principle puts the PCs in a situation where the skills that they have are not well suited for the task at hand and they have to work around the problem. When done properly the challenge looks like the player’s skills and abilities will carry them through but at a certain point they become less or totally ineffective and a different set of skills that the characters do not have (or are not very good at) are needed to finish the task. This makes a situation that looked like a cakewalk suddenly much more challenging.

The reason I like this method (too much) is because it allows the players to be effective at what they are good at but then challenges them in ways they are not effective. Players can feel unstoppable one moment and hard pressed to complete a challenge the next. This often leads my players to generalize their characters and not specialize. This may be a good thing or a bad thing, dependent on your point of view. The main strength is it also allows everyone to contribute because no one is especially good at the task at hand, making the plot open to anyone to be the hero of the day.

Those are what I have in my bag of tricks, what do you use? What have you had a GM use on you?

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Stress Points

With yesterday’s post on Fraction Column use modification for a theoretical third edition, I brought up that persistent modifiers wouldn’t work as well because negative modifiers would be handled by the fraction columns.

There is a system in the game called Character Difficulty Factors (CDF) thats used to track these persistent modifiers (like tired, sick, etc.). It’s used in a lot of tracking systems in the game. It offers a lot of granularity to different things that can effect the characters. The problem is, it’s a lot to track. When testing out the survival games rules, the CDFs worked as intended, but it was a lot of book keeping. There are ten attributes all with their own CDF value each one was being erased and updated each turn. Book keeping bad.

Now Stress Points almost could stand in for most of this functionality for mental CDFs. Each Stress Point would (in order to remove subtraction from the mix because it is a slightly harder mental calculation) add to each of the player’s rolls for mental attributes (Cha, Int, IQ, Psy). So if I have 5 stress points, and I roll a 27 my final result is a roll of 32.

But that doesn’t help with being tired or physical effects. The solution then is to have two sets of Stress Points, Mental and Physical. When a character does something that’s tiring they get physical stress and would effect physical attribute rolls (Con, Str, Agi, Ref, Dex*, Bty). That all works fine.

The thing that’s hard is this breaks how drugs work in the game. They normally trade Stress Points for CDFs temporarily and then it converts to a risk of addiction later on. In this situation I’d either have to have the drug swap stress points from one form to another or come up with entirely different ways of having them work. Still, it could be done, it just wouldn’t be exactly the same. It would be more interesting if there were a third kind of stress points. Maybe physical (Con, Str, Bty) mental (Cha, Int, IQ, PSY) and other (Agi, Ref, Dex).  I can’t come up with a reasonable designation for this third category (Coordination Stress? Functional Stress?). If I could this is starting to shape up into a real option.

* Dex is a weird one that I don’t know if it’s mental or physical

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New Ideas For Fraction Columns

The Fraction Columns in The Artifact are pretty central to the game having contested rolls between characters. In the spirit of expanding or consolidating rules for a third edition, I was thinking of a few cool rules that fraction columns could throw into the mix.

Quick Review

If you’re not familiar with the system (which is a high probability) Fraction Columns come in four flavors Full, Half, Quarter and Eighth. The lower the column the better you did in a roll and therefore the better the character did at the task assigned. Primarily this is used in contested rolls like firing and dodging. There is some equipment that effect fraction columns and some effects that require certain column results.

Hit Locations

Right now, a player can make a called shot before they roll and take a penalty -15 to declare where they would like to hit. It works. Does that mean I shouldn’t fiddle with it? Sorry I can’t hear you.

My thought is, if the character gets a fraction column result they can move their hit location by one location if they roll a half on the little man shaped chart on the character sheet. A foot hit can be made a leg hit. A leg hit could become a groin hit (ouch) etc. If a Quarter result is made then the hit can be moved two locations. Eighth results can migrate three locations so foot hits can become body hits.

Should both systems stay in place? I’ll talk about that a little later.

Armor

This is a more radical thought that I kind of like because it would do things that are possible in real life. Armor is a big deal in the game but it should be possible to hit weak spots in armor but it’s not possible under the current rules. My thought is, if a character gets a Half result, they can choose to avoid either the Armor Rating or the Hit Points of the armor for that roll. If they roll under their quarter, they can avoid both and bypass the armor entirely. That will make combat a good deal more dangerous but I’m okay with that.

I’d also like to do something like this for vehicles but I’m still formulating that thought. It could play a part in getting critical hits on vehicles.

Edit: Maybe instead of an on/off kind of thing, maybe the fraction column result allows the hit to avoid a certain amount of armor, say up to half the weapon damage? This would make it slightly more complicated but would also make it scaleable.

In Combination?

If I went with both the options, the player would have the choice of which effect to go with, Avoid Armor, Move Hit Location or if they fire a burst use the multiple action chart (which already exists but would become mutually exclusive to these other options). Maybe a player could mix and match? A Quarter result could allow them to move the hit one location and avoid the armor’s Hit Points? Maybe instead of the Multiple Action chart, the result allowed the player to pick one more hit in a burst of every five shots? In other words, a Half column result would allow for six hits in a burst of fifteen. Now mix that in with the other two rules.

Get rid of roll modifiers?

When Tarnoc started GMing, he was using the fraction columns as a difficulty rating. Thinking that if an action was extra hard, it should require a Half or Quarter roll. I didn’t originally imagine using the fraction columns that way, thats what modifiers are for. Maybe I should rethink that. Having two systems causes confusion and the roll modifiers are a legacy of the BRP like system that I started with. If there’s a way to consolidate and make the system simpler I probably should go with it. What I want is power tools that can do a lot of things. My problem with that is it breaks other effects like CDFs (persistent modifiers like being tired) and technically skills. Getting rid of CDFs would completely break my survival rules as they are written now. The effects on survival could in theory be modeled by Stress Points and bring one more element much closer to center stage.

This is by far the most cannon breaking idea and would require a good amount of rewriting of sourcebooks. (Yuck) I like it because it reduces the moving parts in the game but reduces the granularity of the game which I am fond of.

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Thinking About a Third Edition

With a lot of the ideas generated on the blog here, there is a lot of material that would make a third edition more like the game I first intended to write sixteen years ago. I’d like to update some of the writing and maybe streamline the game a bit. If I do undertake the project, my goals would be.

  1. Leave the system in place but tie the different elements of it together more tightly. For instance, integrating stress points with social conflict.
  2. Improve on the writing, try to give the writing a specific atmosphere that makes it more interesting.
  3. Streamline the Rules section so that it reads more the way we’ve come to play. There are some things that need help. ECMs and ECCMs may be modified into a protection value for the vehicles. I wanted stealth to play a big roll in vehicle combat but it seems that players haven’t really picked up on the idea as being useful.
  4. Re-work the infantry rules. As they are, they require a totally different mindset to use even if functionally they are driven by the same rules. They need to be interchangeable with the main set of mechanics and easy to implement.
  5. Get the infantry rules to take up less space.
  6. Implement the Survival rules I’ve been working on.

Some optional goals.

  1. Re-work character generation so that it has more options for generating stats.
  2. It would also be nice to come up with something that would make writing the equipment and skills that a character gets faster during character generation. Then making characters would be really fast.
  3. I’m going to be testing out my Technobabble Monster, if I can streamline the concept, I’d like to include it.
  4. This was approved for a kickstarter a while back. Maybe I should pick that idea up again? It would let me pay for some new artwork and maybe a professional editor.
  5. I’d like to push this past the printed page by making some audio recordings and maybe videos for the system. Imagine it, no more reading through the rules. All you have to do is have someone (probably me) explain it to you in plain English.

That’s what I have in mind. What’s my timeframe? I don’t have one yet.

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Friday Already?

If you’re like me, on occasion Friday sneaks up on you. I completely forgot to get a post ready for today but you know what, I’m okay with that. There’s a time honored tradition among GMs called “It’s the weekend already and I forgot to think of a game.” or something similar. Sometimes, we think that all of our games have to be these great masterpieces when, you know what? A lot of times the players just wanna roll some dice and get some XP. Last week we sat down to game, we didn’t know if we wanted to play The Artifact or Steampunkfitters. We settled on an Artifact game, the gang rolled up some characters and just for fun, the players asked me to decide what their characters classes should be. I picked a few characters type that I thought the players would enjoy but I tried to give them something a little different than their usual fare.

Then came making a game with those slightly unusual characters. I actually used an idea I wrote about here on the blog, so I guess I was pulling out one from the archives and not just coming up with something on the fly. I had to make the quest significantly simpler than I had at first intended because we spent some time making characters. In the end, I threw a little combat in there, at first just a warm up of a few E-Suits and then gave the players a real challenge of going up against a Demolisher. The starting characters were quite competent (really good rolls this time round) so I wasn’t too worried about them being able to handle the challenge. The “Treasure” ended up a fun reward too (see the earlier post for more).

What Went Right?

It was in general a fun game because the players know the setting and they were able to succeed in a bunch of tasks that they know are not easy. This gave them a feeling of accomplishment. The game was fast, I didn’t get bogged down in details which is my Achilles heel. The science stuff was all technobabble anyway and so I handled it all with character skill rolls which they were equipped for (One of the characters was a Field Scientist).

If There Was To Be a Point

The point I think I’m going for here is, other than an interesting treasure, there wasn’t any kind of twist in the game. There were no tricks and that was fine. I’m not going to win any award for the game writing but the players still had fun. Two of the characters are now insane but the players are fine with that. So the formula if there was one, would be a quick game with a little bit of challenge.

It’s been said before but it’s worth repeating. Simplicity and a little head thumping can be very satisfying.

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RPG Design Survey Results

 

So here it is, the RPG Design Feature Survey. There’s some really interesting results from this, I only wish the sample size was a bit larger. 32 people responded to the survey, I hope GMs and game designers find it useful when thinking about their games.

SurveySummary

Each question is pared with a dysfunctional form of the question. For example “The PCs are heroes and unlikely to die”  being the functional form of the question while “The PCs are expendable” being the dysfunctional form. Each form of the question gets a different viewpoint on the subject. You may not mind the PCs being expendable but you’d really like them to be the heroes.

I include some analysis in with the data but it will take some explaining to understand it. Lets take an example.

 

Q7. System has rules for social conflict
Answer Options Response Percent Response Count
I like it that way. 37.50% 12
I expect it to be that way. 18.80% 6
I am neutral. 28.10% 9
I can live with it that way. 9.40% 3
I dislike it that way. 6.30% 2
answered question 32
skipped question 0
Q108. No system for social conflict
Answer Options Response Percent Response Count
I like it that way. 12.50% 4
I expect it to be that way. 0.00% 0
I am neutral. 34.40% 11
I can live with it that way. 28.10% 9
I dislike it that way. 25.00% 8
answered question 32
skipped question 0

 

Here’s the analysis for the example questions. It starts out with the two questions side by side. The A question is  the first question listed and the B question is the second question listed. The second line is the count result that got the most votes for each question. The third line is what the result text was. These results are used in the Kano model of analysis.

A B
12 11
I like it that way. I am neutral.
Positive Negative
23 -17
Exciter FD
Trends Linear
Weighted Positive

That can be useful but I realized that this wasn’t the whole story so I looked at two more ways of comparing the data. There are a lot of  “I am neutral” results but they’re often less than half of the total number of votes. I needed to look at the votes that showed a preference either way. In the fourth line, the votes that are positive are counted, the votes that are negative are counted, if the positive votes are higher than the negative votes it will say “Positive” otherwise it’s “Negative”.

The fifth line is a weighted result. I was thinking that a person that responds “I like it that way” or “I dislike it that way” will want to or not want to play a game based on the question, while everyone else may or may not based on other factors. So I made those votes count for two and ignored the neutral votes (cause they don’t really care). If the number is positive then people like the idea in the question, if it’s negative they don’t. Bigger numbers mean stronger feelings either way.

 

A – First Question B – Second Question
12 – Highest result count for first question 11 – Highest result count for second question
I like it that way. – What the most chosen result was. I am neutral. – same here for the b question.
Positive – Comparing the number of positive vs negative votes Negative – same for the B question
23 – A strong weighted positive result -17 A weighted negative result
Exciter – This is a Kano Exciter result. FD – this is just my note as to which form of the question comes first.
Trends Linear – positive result on one side, negative on the other, it trends toward a Kano Linear result
Weighted Positive – Comparing the weighted results.

Here’s the analysis key

Recap of Kano Result types

Mandatory Features

Mandatory features for a game are things that are required for the game to be enjoyed. These are things like a ruleset or consistency in applying rules. They’re things that, if left out will make the players totally dissatisfied with the game.

The interesting thing is, with a mandatory feature once the need is satisfied, no more satisfaction results. If you pile on rules that players don’t need to play, they aren’t going to be any more satisfied with the game. If important rules are missing or poorly made, the player’s satisfaction will be reduced.

Mandatory results included, sticking to the game rules, PDF costing $10, The GM having the final say and having combat rules.

Linear Features

Linear features are things that increase satisfaction for the players the more it is done. This may be in game rewards like money or experience (dependent on the game) or time for their character in the spotlight. The more you give them the more satisfaction they will derive from the game.

Linear features are the most intuitive features because their relationship is direct. More is better less is worse.

Linear results were, a unified mechanic, good artwork, simple vehicle rules, combat not being determined by equipment, not using miniatures and maps for combat, basing a game on alternate history, not diceless and not generating a character randomly.

Exciter Features

Exciter features are ones that the players like when they see it but don’t require.

The nice thing about exciters is that since the players don’t know they need them, leaving them out does not negatively impact the game but adding them in enhances their enjoyment.

Exciters were, PDFs for $1-3, social conflict rules, using some kind of points to influence a story, using the player’s description of a character as their background, using attributes, consistent rules application, a detailed setting for the game, a free game, A Sci-fi setting,

Reverse

The reverse result means the player would like the opposite of the feature in the survey. I included the reverse results in the linear results but just reversed them.

Indifferent

Indifferent means the player is not interested in the feature either way. Especially with these results I look at the other methods of analysis to get a little more detail into how the respondents felt about them.

Vague

Vague means they have given contradictory responses and further more detailed questions on this subject may be required to resolve the contradiction. The vague results in this survey were because I messed up asking the question. Still  there is useful information in these results, they just can’t be used against the Kano model.

How’d it go?

I think the results are intriguing. I’d like to do more on some of the subjects that people have brought up because now I want to analyze those ideas. However, the number of respondents were much lower than I was hoping for and that’s a bit of a downer. Maybe someone a bit more prominent in the community could do this and get a more enthusiastic result. So will I do more? If you comment that you find this data useful or even just interesting, I will. If no one comments, I’ll just leave well enough alone.

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Play By Post and Email

So when it comes to doing it wrong, I was having trouble with Play by Post games. I could not wrap my head around how the game should be run. Pacing that you come to expect in a face to face game is non-existant. Involvement by players can be spotty because they start out wanting to play but life throws a curve ball and they disappear. System mechanics that have always worked intuitively in a face to face setting completely fall apart. I wasn’t able to find a handy dandy guide to fix my PBP woes but I stumbled on some answers, one of my players gave me some more and the rest got stitched together by some of the PBP players on RPG.net.

So what’s the result?

#1 Slow it down

It sounds obvious but your play style has to fundamentally change to accommodate the pace. Be prepared to write more than you would just say. GMs have a little more experience with describing scenes at some length so it may not be a problem for the GM. Players on the other hand can be short and to the point because they’re used to having to state what they want to do quickly which is not a consideration in this situation.

#2 Players get to narrate more

This is really vital to a good game. The players have to have the freedom to narrate their own plot elements. As long as it doesn’t contradict what has already been stated, doesn’t take away another player’s agency  (including the GM’s over NPCs) and is reasonable, it should be allowed.

#3 Forget about initiative

With the time scales involved and the possibility that a player could suddenly be unavailable can bring an initiative order to a screeching halt. In PBP initiative order is who posts first.

#4 Take it easy on rolling dice

Rolling dice is slightly problematic. Players should just assume they should roll for their actions even if they’re confident of passing. Nothing brings PBP to a screeching halt like a player saying “I’m going to hit him”. Then the GM saying “okay roll” and the player not posting for the next two days.

#5 Have a post frequency

At the beginning of the game have everyone agree to check and post in a certain length of time. Usually a once a day is good. If a player slows down the game, give them a friendly warning. If it keeps happening, let them know you’re going to have to proceed without them.

#6 Use a static defense difficulty

This one’s going to play havoc with a lot of systems but it makes sense when you think about it. A static value is assigned to defense, now a player can roll and know if he hit the NPC without waiting for the GM to roll. He can then figure out damage in one post instead of three or four.

#7 Let the players know the stats

Be more open about stats and rolls, this way they can apply the rules themselves instead of waiting on the GM’s ruling. This greatly speeds play if you have players that are willing to heft some of the burden of the rules.

#8 Color code

Color code your IC and OOC conversation. I use dark blue for OOC conversation and regular black for IC discussion.

What other methods do you use? I’m finding that Steampunkfitters rule system fits these criteria very nicely.

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Lose Something?

Player: I’m going to light my torch.

GM: You look for your torch and realize that it’s missing.

Player: What? You can’t do that!

GM: You just got sucked up in a tornado.

Player: So?

GM: And then were dumped into a river with raging rapids.

Player: So?

GM: Don’t you think something could fall out of your pack?

Player: No way, I always tie my pack up securely. That’s not fair.

There are certain things that traditional RPGs just don’t handle very well. One of those things is losing equipment. Even the smallest coin seems like it should be safe no matter what happens because it’s written on the player’s character sheet.

Now usually it would be bad form for a GM to arbitrarily declare that a player just suddenly doesn’t have something. For one, it impacts the player’s agency. They feel like their influence on the game is reduced and even if they understand why the story is benefited by loosing an item, it still seems wrong.

What if the GM has a great story that would be based on an item being lost and the players trying to retrieve it? What if the item is effecting game balance and it really needs to go away? What’s a GM to do?

The Bargain

The nice thing about being a GM is that you can make your own rules when you need to. You don’t want to disregard rules, but players don’t usually mind a new rule especially if they think it benefits them.

One way to structure a rule to have a player lose something is to have it happen because of player agency. You will allow the player to choose to lose an item. It’s just that you don’t have to present it that way.

Player: Arg! I missed my roll by 1! The dice hate me!

GM: I’ll give you a plus one to that roll but it means you’ll suffer a disadvantage. (Trying not to grin too broadly)

Player: Wait, what does that mean?

GM: You’ll have to find out. It means you’ll pass your roll though.

Now the success of this bargain depends on how important that roll is. The player knows that an open ended bargain with the GM is trouble but if they really want success they may bite at your bait.

The next important step is to really give them a nice reward for choosing to go with your bargain. Narrate how passing that roll ended up being important to the group. This way when you spring the result of your bargain on them they’ll remember their success and say “Well at least it was worth it, I did save the group.”

If the goal is that you just want an item to go away, it may even make sense to say that it was damaged when the character used the bonus to their roll and that’s what made the bonus possible. Maybe they swung extra hard and the sword broke, they fired too long and the barrel of their gun melted, they passed their defense roll because the attack hit the item and destroyed it or whatever works with the situation. Be creative with the situation, this is an open ended opportunity to make something memorable happen.

Experienced or paranoid players may need a bit of reassurance to take the bait. They know that things can go wrong when they aren’t defended by the normal rules of the game. Don’t be dishonest about it, try to let them know the stakes without giving away the game. If they reject your first offer, sweeten the pot a little. Give them something else, like a situation that goes really well for them in a fight. If this second attempt fails, it’s likely that player is just spooked by the idea and will not take it.

One way to fix that situation is to show why they’d want to take the bargain with a different player. Offer a similar bargain to someone else, play up how useful taking the bargain was and give them a reasonable disadvantage later on. It doesn’t have to be losing an item, in fact it may help to come up with several different somewhat serious impacts that the player that took the bargain could have to deal with. They have to be reasonable though or no player will ever take the bargain again.

How would you deal with this situation? Have you ever needed to have a player lose something? Would your players take up a bargain like that? Let us know in the comments.

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Early Survey Results

I was trying to get this out yesterday but yesterday didn’t like me. I wanted to throw out some highlights of the RPG design survey thats running right now. Some of the results are what you’d expect. I put in questions that should be predictable so I could make sure the survey works the way I’d expect it to. There are some really interesting results.

I’m using four types of analysis on this data. First I’m looking at which selection got the most votes. Second I compare number of positive votes and the number of negative votes and see if the result is positive or negative. The third type of analysis weighs the votes according to how strongly someone feels about them. The fourth method compares the functional and dysfunctional form of the question and uses the Kano Model to pull some extra insight from the data.

So lets just hit the strongest results for now.

Social Conflict Rules

The first pair of questions to give a strong indicator to a GM or game designer is social conflict rules. The results show that while conflict rules are not needed for a game to attract players, they are something that most players like.

Q7. System has rules for social conflict Q108. No system for social conflict
I like it that way. I am neutral.
Positive Negative
18 -14
Exciter
Trends Linear
Weighted Positive

Dice

There are a lot of dice questions on the survey. My thoughts at first would be that players don’t really care about the dice. In general, the results are heavily neutral but there are trends for specific dice. D20s seem to trend negative. So do d100s. D6s trend linearly meaning that including them is good for player interest but not including them is detrimental. Keep in mind though, this trend is not overly strong but it shouldn’t be ignored.

Q8. Game uses d20s Q19. Game does not use d20s
I am neutral. I am neutral.
Negative Positive
-9 7
Indifferent
Trends Reverse
Weighed Negative

Pricing

There are some nice pointers on what players want on pricing. Free games are an exciter meaning that they don’t need to be free but players do view it as a positive. There has been some debate over the perception of free games in the past so that is a good result to have.

Players seem to like PDFs to be $10 or less. For a game book the price point of $30 is somewhat positive and results are neutral for the price being more than $30 but $50 is strongly negative. It would seem that $30-$40 is the limit of what players are interested in buying.

GM Control

With a good number of GMless games out there I was expecting a more tempered response to the question of GM Control.

Q37. The GM does not have the final say Q83. The GM has the final say
I dislike it that way. I like it that way.
Negative Positive
-25 26
Linear
Trends Linear
Weighted Positive

More To Come

That’s just a taste of what I’m seeing in the survey. Have your voice heard. Take the survey today.

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RPG Design Feature Survey

I’ve put together a survey of features that players and designers often talk about in RPGs. The idea behind the survey is to give recommendations to GMs and potential game designers on what to focus on when making a game. At the end of the survey I will be making the analysis of the survey public. This is done with survey monkey so I won’t know the names or emails of anyone that takes the survey, I’ll just get a list of responses.

So if you want to help independent game designers make better games, if you want independent designers to make games you’ll like. . .

Take the Survey!

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