Last time, we began to look at why system matters, and I
left you partway through a list of features that a good sandbox game should
have. I tried to make clear, in as
succinct a way as possible, why these features were important to a sandbox
milieu.
It was also pointed out that, although many people will
claim that system does not matter – or that it matters little – these tend to
be the same people who are shelling out hundreds of dollars to get the new,
shiny system while they are saying it.
“System doesn’t matter” is generally used as a defence against valid
criticism of that same new shiny system.
In this instalment, we’ll look at more features that a good
sandbox game should have. Finishing “Why
System Matters” will take this post and another (which will also include
recommendations of some games that are good for sandboxing). Then we can begin with setting up and running
a sandbox.
Without further ado, then, we continue with….
4. Broad (Rather than
Narrow)Balance: Game balance can be
roughly described as following either a broad-based or a narrow-based approach. Broad-based balance looks at balancing play
over the entire play experience, whereas narrow balance attempts to balance
play at each point along the play experience.
All role-playing games fall somewhere along this spectrum. AD&D 1e is very broad-based in its
balance, for example, while D&D 4e is extremely narrow.
This issue of balance type is related to both the power
curve and the pace at which play occurs (no. 1 and 2 from the previous blog in
this series).
It is related to power curve in that, the wider the group of
characters that can be balanced, the broader the balance base. In order for a 1st level character
to adventure in a meaningful way with a 3rd level character, the
power growth between the characters must be limited. A shallow power curve helps to maintain broad
balance.
To understand how the pace of play affects broad vs. narrow
balance, it helps to examine 3rd Edition D&D. In 3rd Edition, the combination of
class, skills, and feats allows an extremely wide variety of character types to
be created. One can easily create a
scholar, a mighty warrior, a character with a smattering of skills but no true
expertise, or anything else one can think of.
This is even more true when one considers the inclusion of various
splatbooks and third party offerings. It
is even reasonable to posit that one could create in 3e a group of characters
who are relatively similar in power and abilities to the iconic 1e party of
fighter, magic-user, thief, and cleric.
Now, that 1eparty works well because (1) the focus of play
is often on exploration of a fictional space, rather than simply on combat, and
(2) when encounters take place, although one or another character may
particularly shine, they are resolved quickly, and other players have the
chance to take the spotlight.
In 3e, combat drags.
One direct result of this is that combat takes up a disproportionate
amount of actual game time. A character
who shines in combat, in short, shines more brightly than the guy who makes a
roll to find a trap, and then another roll to remove it. And this moves balance from a broad base –
where different approaches are equally valid and important – to a narrow base,
where combat is supremely important. The
direction that WotC took to “fix” D&D in 4e demonstrates this amply –
combat takes longer, balance is centred around combat balance, things like
traps or skill use are treated essentially like combat, and creature abilities
are designed to prevent anyone from being out-shone during the long grindfest
that typifies 4e combats.
If that is what one wants in a game, that’s fine. It is not good for sandbox campaigns,
though…and, frankly, video games do it far better.
5. Speedy Character
Creation: If the Game Master is going to
allow players to make choices, and then actually follow through on the
consequences of those choices, characters will die. Or they will be doing something else when a
group wants to plunder some ancient ruin.
If broad-balanced games are balanced around total play time (as I
contend they are), then speedy character creation is as important as quickly
resolved encounters.
Another aspect to speedy character creation is that the game
is not played in the building of characters, but at
the table. Characters become
largely differentiated – and defined – by what they do, what they learn, what
the gain, rather than being assembled like a deck for Magic the Gathering.
This relates to choices, context, and consequence, because
characters are built during play as a consequence of the choices they
make. Games with “Wealth by Level”
guidelines, that mandate or assume that characters will grow more powerful in
lockstep, or that have treasure parcels teleport around after the PCs until
they are found, simply don’t make for good sandboxing.
Finally, imagine and pity the poor Game Master. If the player must make but a single
character, the Game Master must make dozens, hundreds, or thousands. Games with long character generation pull
Game Masters in the direction of the railroad/Adventure Path simply to avoid
having to make as many NPCs. Which
brings us to….
Speedy character generation is one of my current game evaluation metrics. Nothing discourages new players like a ton of rules and the need to balance a slew of choices. I have this issue all of the time with 4E: popular classes like the rogue are overwhelmed with options and thinking through them all is painful.
ReplyDeleteWhat ever happened to rolling a character up at the table?