Captain Anorak's
Guide to Gaming
Risk versus Fudging
Fixed rules or the GM's judgement?
I like combat games. At heart I'm a wargamer, though I enjoy
pure roleplaying for its own sake as well. In the fighting part of
the RPGs I play, I want a combat simulation with a feeling of
defined risk. This means that I decide what to do and then I 'let
the dice fall where they may': I could try cautious tactics and
take little risk for little gain, or I could try a risky manoeuvre
that might win me a big advantage or might go terribly wrong. I
might make a big sacrifice for a quick victory now, at the risk of
exhausting myself of something I need in the future: for instance,
a magic-using character might use a powerful spell early on to
destroy an enemy, risking being too drained later to be of use
when needed.
This feeling of defined risk is only really possible by sticking
to written rules. If the GM simply decides the outcome of actions
using his own arbitrary judgement, then the players are at his mercy:
if he wants them to succeed then he lets them succeed, and if he wants
them to fail then he makes them fail. Taking risks that feel real is
no longer part of the game, and this destroys much of the excitement
for me.
This feeling of definition goes beyond the battlefield. If I go
into the woods, what are the chances of being attacked by wolves or
bandits? If the game has set rules for this (eg. random
encounter tables) then I know that if I get attacked, that is a
risk I've chosen to run. If the GM just decides whether I get attacked,
then it's just his whim whether he decides to beast me or not.
Equally, if I want to buy weapons, having the price and the chance
of availability fixed by the rulebook makes it feel real. If I want to
outfit an expedition to go to some ruins in a distant jungle, then the
items I'll need to take, the amount that mules can carry, the food
requirments of man and beast, the dangers of exhaustion in heavy armour,
and the risk of disease are all risks I may run: I want these to be
defined, not just the whim of the GM who might let me succeed or not
depending on how he feels.
GOING BEYOND THE RULES
There are many tabletop wargames which have no GM, where units
can only do the actions listed in the rules. If the rules say that
a unit can only cross a river where there is a bridge or ford, then
that is the end of it. They may not attempt to cross the river
elsewhere, because there are no rules for it in the game.
Roleplaying games let us go beyond this and try any action we can
think of. An RPG might have no rules for swimming, but a player could
try to swim the river anyway. The GM would then have to invent rules
on the spur of the moment: he might say that a player has to make a
successful Agility roll to swim the river, with a -1% penalty per
kilogram of equipment carried or worn.
THE BALANCE
Losing either these elements, the feeling of defined risk and the
ability to try any action, would take away part of the fun from
roleplaying. So a balance must be found between sticking to the rules
and the GM's power to improvise.
NON-STANDARD SITUATIONS
Game rules are much simpler than the reality they represent, and
will not be able to cover every possible situation. Often the rules for
something will not cover every way something can be done. For instance,
rules for combat might not cover situations like attacking from behind,
surprising an opponent, or fighting multiple opponents.
In a game where the combat rules fail to cover surprise or rear
attacks, suppose a player character has sneaked up on an unsuspecting
guard from behind and wants to attack him. If the GM is sticking
slavishly to the rules, then the player has to make an attack at no
bonus. The player might reasonably object that he should get bonuses
for rear attack and surprise. To avoid a blatantly unrealistic
portrayal of events, the GM must
modify the rules
to allow for this non-standard situation.
It might equally work the other way: a player might see a
loophole he can exploit
in the written rules that lets his character gain some unrealistic
advantage, and then the GM might rule that this is not allowed.
I want the GM to have the power to make these changes, because
blatantly unrealistic rules annoy the fuck out of me. On the other
hand, if the GM can set aside the rules as he likes, there is a danger
of losing the feeling of defined risk, and the GM just deciding who
wins and who loses.
Gaming with a GM who makes sound and fair judgements will reduce
the problems, but that can't always be guaranteed.
AVOIDING THESE PROBLEMS: WELL-WRITTEN GAMES
A well-written game will reduce the need for the GM to make
arbitrary changes. Basically this means that a game should have rules
for likely situation that can be foressen in writing. It may seem
obvious that anyone writing a combat-oriented game would predict that
one day someone may make a rear attack and include rules for attacking
from behind, but I know at least one combat-heavy game
(Dragon Warriors)
which has no rules for this. The same game leaves many points unclear
in the rules, so the GM will just have to make something up: can a
Sorceror cast a spell if he's being attacked? Does a durational spell
expire if its caster falls unconscious? It's easy to foresee many such
situations, and more must come up in playtesting, so writers who fail to
cover them are simply incompetent. Putting the rules in an obvious place
so that they can be looked up is another thing that's obviously useful
but which often doesn't happen.
If the rules system is
transparent
this will help the GM to make better judgements as well.
Many games allow the same task with diferent difficulty levels: the
GM either chooses a target number to roll against, or chooses a modifier
to a skill. If the rulebook sets out how to choose difficulty levels,
then there is more feeling of defined risk and less feeling of the GM's
whim. Each skill description should give example difficulties or define
a system for calculating difficulties. The following might set difficulty
levels for climbing skill:
45 degree slope: basic difficulty 5
70 degree slope: basic difficulty 7
Sheer face: basic difficulty 9
Inverse 10 degree slope: basic difficulty 11
Inverse 20 degree slope: basic difficulty 13
Completely solid dry rock with plenty of handholds: +0
Few handholds in surface: +2
No handholds in surface (completely smooth): +5
Surface partly loose (packed earth, rock with some loose parts): +2
Surface very loose (small stones, loose earth): +4
Surface fairly wet: +2
Surface soaking: +5
It would be hard work to write this kind of scheme for every skill
in a game, but that is part of doing the job properly. With rules fully
written like this there is less need for the GM to make things up.
Describing the consequences of failure is important too. Does failing
a Climb roll mean that the character falls, or does it mean that he
can't climb up but he manages to climb back down safely?