Mordar
2016-11-22, 12:26 PM
Hello all -
A thought wandered by this morning, so I thought I'd grab it and see if other thoughts might come and join it.
It seems to me that the mechanical development of characters varies greatly across systems. [For purposes of this discussion, mechanical development is intended to mean "the improvement of mechanical abilities of a character, or the addition of new mechanical abilities to a character".] It even seems to vary significantly across classes/roles in certain systems.
The thought that came along with this was "how much does that influence what games people like to play, and is it an important design aspect of the game?"
Some examples:
AD&D: All classes have a mostly steady improvement in "ability to withstand damage" and "hit things". A few classes get either a slew of new abilities (spells) every other level and/or increased use of those abilities per day. A couple classes (bards, thieves, monks?) get steady improvement in their special skills. So this one is varied by class, with some classes getting a lot of new toys while all classes get better at the vanilla elements.
DnD 3.x: Similar to above, but with an effort to allow for more "improvement". Skill points and feats give everyone some opportunity for customization...but often just as improvements to vanilla elements. Spells remain the primary "new toys" of mechanical progression.
VtM: Huge opportunities for improvement and addition of new toys...but VERY arduous process to improve/add...takes a lot of time/experience points to really get at those new toys.
Marvel Super Heroes (FASERIP era): Non-linear progression with a steep cost for adding new toys...and a significant cost for improving existing toys (or getting better at things you're already decent at doing).
Call of C'thulhu/Chaosium games: Not a lot of fancy toys, but easy to get new skills and improving existing skills is (IMO) very well managed. The only "big" changes available are spells, and depending on the character type/roll, that can be either impossible or reasonably easy to achieve.
So, it seems there's at least two scales for mechanistic development: improvement in base elements and addition of new elements.
Add on to that a scale of "difficulty" or "cost" for each
Example: Call of C'thulhu has low difficulty in improving base elements, VtM less so...might take three sessions to see 10 skills increase in CoC, might take a dozen to improve one VtM discipline.
tl;dr: Some games seem to be intended to have characters remain more static over time (Marvel Super Heroes), some allow for minor changes (Call of C'thulhu), and some vary from role to role (full casters in DnD).
So, how conscious is this as a design element? How much does it influence long-term enjoyment of the game? How much does it influence success of the game (from a real-world marketing standpoint)?
Maybe more to come...anyone else happen to come across any thoughts related to this?
- M
A thought wandered by this morning, so I thought I'd grab it and see if other thoughts might come and join it.
It seems to me that the mechanical development of characters varies greatly across systems. [For purposes of this discussion, mechanical development is intended to mean "the improvement of mechanical abilities of a character, or the addition of new mechanical abilities to a character".] It even seems to vary significantly across classes/roles in certain systems.
The thought that came along with this was "how much does that influence what games people like to play, and is it an important design aspect of the game?"
Some examples:
AD&D: All classes have a mostly steady improvement in "ability to withstand damage" and "hit things". A few classes get either a slew of new abilities (spells) every other level and/or increased use of those abilities per day. A couple classes (bards, thieves, monks?) get steady improvement in their special skills. So this one is varied by class, with some classes getting a lot of new toys while all classes get better at the vanilla elements.
DnD 3.x: Similar to above, but with an effort to allow for more "improvement". Skill points and feats give everyone some opportunity for customization...but often just as improvements to vanilla elements. Spells remain the primary "new toys" of mechanical progression.
VtM: Huge opportunities for improvement and addition of new toys...but VERY arduous process to improve/add...takes a lot of time/experience points to really get at those new toys.
Marvel Super Heroes (FASERIP era): Non-linear progression with a steep cost for adding new toys...and a significant cost for improving existing toys (or getting better at things you're already decent at doing).
Call of C'thulhu/Chaosium games: Not a lot of fancy toys, but easy to get new skills and improving existing skills is (IMO) very well managed. The only "big" changes available are spells, and depending on the character type/roll, that can be either impossible or reasonably easy to achieve.
So, it seems there's at least two scales for mechanistic development: improvement in base elements and addition of new elements.
Add on to that a scale of "difficulty" or "cost" for each
Example: Call of C'thulhu has low difficulty in improving base elements, VtM less so...might take three sessions to see 10 skills increase in CoC, might take a dozen to improve one VtM discipline.
tl;dr: Some games seem to be intended to have characters remain more static over time (Marvel Super Heroes), some allow for minor changes (Call of C'thulhu), and some vary from role to role (full casters in DnD).
So, how conscious is this as a design element? How much does it influence long-term enjoyment of the game? How much does it influence success of the game (from a real-world marketing standpoint)?
Maybe more to come...anyone else happen to come across any thoughts related to this?
- M