Archive for November, 2012

I’ve been re-reading the clouds and dice series on It’s a series of posts about how rules refer to fictional material and to real-world cues (like dice and character sheets). It’s a lot of material but I’d strongly recommend reading it if you’re interested in writing game rules that encourage good fiction.

I was reading part 6 – “Now where WAS I…”, especially the comment thread, when a couple of exciting questions hit me.

To summarise the context:

  • Mechanical effects that emerge from the fiction (“if you have the high ground [fiction], you get a +2 bonus [mechanics]”) help encourage good fiction because they mean the fiction matters – players have to create detailed fiction in order to use the mechanics effectively.
  • But being able to invent your own fictional bonus-producers whenever you want (“err, so, there’s probably a table, right? I jump on it for +2 high ground bonus”) can result in fictional details that are trivial and transient – only there for the bonus, not for the lasting effect – so that in fact the fiction no longer matters after all. (This is an effect I see – and dislike – in Dogs in the Vineyard, sometimes, although I think it is deliberate there in order to encourage escalation for bonuses. But I digress.)

So, ideally, we’d prevent players from creating fictional details on-the-fly just to get a bonus. My questions are:

  1. Can we enforce a system where players have to establish something a few “turns” before they use it?
  2. More interestingly, can we enforce that bonuses can only be taken for statements other people have made?

Note that both these questions are pre-empted by Vincent’s suggested mechanics in comment #43 on that thread (which I read after having the above light-bulb, but you’ll have to take my word for it). What I’m really wondering is can we make better mechanics than those somewhat simplistic teaching examples. In comment #46, Moreno suggests that point 2 is in fact mandated in Spione – I’d better check that out. I wonder if any other games do anything similar?

I think there’s a risk that unless your fictional detail is specifically angled toward someone else getting a bonus for it (e.g. “I provide covering fire”), then it may not be that usable for mechanical effects in most cases. Perhaps I’m being narrow-minded, though – I need to think about it some more. I think a bigger risk is that if such details can be used to get mechanical bonuses against you, then you might be encouraged not to provide them, which would be totally counter-productive. Hmm.

However, I’m particularly hot for Jesse Burneko’s comment #55 – it’s all about communication. By using such mechanics, players are encouraged to communicate effectively – both providing fictional input that has meaningful implications, and considering the implications of the fictional input provided by others.

I think we can rely on players to pay attention to others’ input in order to trigger mechanics (e.g. bonuses). My concern, though, is that it may not reliably get players to give that input in the first place. What encourages that, beside the hope that others will reciprocate for you?