Starting a Quest: What are Mechanics?
Red Flag
Adviser (RP & Q)
So, you want to start a Quest. Great, but what is a Quest? It is a type of forum game, but forum games come in many types, in which case we might want to make a classification system for them.
Forum games differ from pure fics by the exchange and interaction between players and the GM, with each controlling some portion of the progression. Forum games can be drawn up along lines of the three general properties of "GM Determinant", "Player Agency", "Player Persistence".
- GM Determinant: GM determines outcomes of player-submitted actions. If the GM is also a player, they may arbitrate for their own actions, or there may be multiple GMs who do this for each other in order to guard against self-bias. In the absence of this, players determine the outcomes of their own actions, either independently or collectively.
- Player Agency: Players each control their own entity, and determine courses of action independently of others. In the absence of this, players collectively decide on a course of action, generally by voting.
- Player Persistence: There is a persistent list of players whose assets are independently tracked over time. In the absence of this, the player roster is a fluid pool that players may freely join, leave, or rejoin at will.
GM Determinant, Player Agency, Player Persistence = Roleplays / RPs.
GM Determinant,Player Agency, Player Persistence = Quests. <=========== We're talking 'bout this one.
GM Determinant, Player Agency,Player Persistence = Some Avatar Games, CrW Community Loops / CYOAs?
GM Determinant, Player Agency, Player Persistence = Story Debates / SDs / GM-less RPs.
GM Determinant, Player Agency, Player Persistence = What Ifs.
And thus, a Quest is a game where the GM determines outcomes, players collectively decide on actions (by voting), and players are free to come and go at any time.
Some of this stuff will become important later with regards to how mechanics interact with player psychology.
Now Quests often involve stories, but they are also games, which means they are rules-based with implicit or explicit goals that one can succeed or win at. They are an exchange between the players and the GM(s), and the realization of player input separates them from the threads that belong in CrW. This means that to a greater or lesser extent, Quests will involve mechanics. Mechanics also includes things like stats and resources.
Why Mechanics Can be Good:
- Consistency: How does the GM know whether the Sword of a Thousand Clucks will be enough to kill Dark Lord EdgyMcBadass? That's where mechanics can come in. If we know that the sword deals one thousand KiloChickens of damage on a hit (it's in the name), and the Dark Lord is only tough enough to endure five hundred KiloChickens, then he best make sure he doesn't get hit or else. By laying out a clear process by which A resolves into B, mechanics provide consistency. A GM whose narrative resolutions produce wildly inconsistent results may find that having a set of mechanics to reference will serve them better.
- Communication: The player character meets up with a vendor, who offers them a choice between a Ronald Raygun and an Excalibat. How can the players figure out which one is the better choice? Well, by looking at the provided stats of these weapons, the players can see that the Ronald Raygun is highly effective at vaporizing the Giant DemoCrabs of the Horsehead Nebula, while the Excalibat requires its Avalonke duffel bag to be found before it can provide the wielder with resistance against ball-based concussions. This will help them determine which one they want, and what their future actions should be. An informed choice is more likely to be a good choice.
- Thematics: By providing consistently unequal mechanical rewards for different flavors of action, the GM canrailroad **AHEM!!** politely encourage players in a perfectly fair and reasonable manner to move along certain courses of action that may be more favorable to the game's themes. A pertinent example from my own experience:
Innocent Newbie: You WotK players are horrible! Why did you kill and enslave over one quadrillion intelligent beings?
WotK Player #1: **Points to loot, bonus income, tech obtained from killing and enslaving over one quadrillion intelligent beings**
WotK Player #2: **Points to mechanical consequences that will be meted during periods of insufficient killing and enslaving** /discussion.
More on this later in the section about Evocative, Simulationist and Flexible mechanics.
Why Mechanics Can be Bad:
- Work: If every time the player character attacks, you need to roll five different-sized dice, put them in order from smallest to largest, and do a backflip whenever any two consecutive digits form a two-digit prime number, that increases the amount of work needed to resolve this attack. Narrative resolution can in theory be done with no more than a thought, while mechanics create a floor / minimum on how much work needs to be done to resolve a given action.
- Work (Again): If the players need to keep track of water, essential amino acids, vaccinations, candy consistency, joy, honk levels, and joyness, this increases the amount of work that the players have to do in order to decide how many emu-powered treadmill reactors they want to build. This can drive players away, reduce the number of able participants, and generally be a drag on the game.
- Inflexibility: Arbitrary / narrative resolution is limited only by the GM's imagination. Mechanics are mechanical, i.e. rigid. Mechanics can fail to describe a situation, leaving the thread's participants high and dry. They can resolve a situation improperly, giving results that are not in line with expectations. The game setting's conditions can change, leaving the previous set of mechanics inadequate to deal with the new state of things.
From this we very vaguely conclude that the correct amount of mechanics for a game is as few as possible, but as many as needed. Every time you consider adding mechanics, ask yourself if you really need this, and whether the payoff will be worth the costs.
This gets us to that if there is one takeaway from all this, it is that mechanics serve the narrative, and the needs of the narrative dictate the degree and nature of the game's mechanization. Mechanics that are standing on their own should be kicked over the cliff, because they are a waste of effort.
Crap, that was a lot more than one.
More to come later, and feel free to ask questions or drop your own insights into here. Next topic that I'll write about will be chargen.
Forum games differ from pure fics by the exchange and interaction between players and the GM, with each controlling some portion of the progression. Forum games can be drawn up along lines of the three general properties of "GM Determinant", "Player Agency", "Player Persistence".
- GM Determinant: GM determines outcomes of player-submitted actions. If the GM is also a player, they may arbitrate for their own actions, or there may be multiple GMs who do this for each other in order to guard against self-bias. In the absence of this, players determine the outcomes of their own actions, either independently or collectively.
- Player Agency: Players each control their own entity, and determine courses of action independently of others. In the absence of this, players collectively decide on a course of action, generally by voting.
- Player Persistence: There is a persistent list of players whose assets are independently tracked over time. In the absence of this, the player roster is a fluid pool that players may freely join, leave, or rejoin at will.
GM Determinant, Player Agency, Player Persistence = Roleplays / RPs.
GM Determinant,
GM Determinant, Player Agency,
And thus, a Quest is a game where the GM determines outcomes, players collectively decide on actions (by voting), and players are free to come and go at any time.
Some of this stuff will become important later with regards to how mechanics interact with player psychology.
Now Quests often involve stories, but they are also games, which means they are rules-based with implicit or explicit goals that one can succeed or win at. They are an exchange between the players and the GM(s), and the realization of player input separates them from the threads that belong in CrW. This means that to a greater or lesser extent, Quests will involve mechanics. Mechanics also includes things like stats and resources.
---
Why Mechanics Can be Good:
- Consistency: How does the GM know whether the Sword of a Thousand Clucks will be enough to kill Dark Lord EdgyMcBadass? That's where mechanics can come in. If we know that the sword deals one thousand KiloChickens of damage on a hit (it's in the name), and the Dark Lord is only tough enough to endure five hundred KiloChickens, then he best make sure he doesn't get hit or else. By laying out a clear process by which A resolves into B, mechanics provide consistency. A GM whose narrative resolutions produce wildly inconsistent results may find that having a set of mechanics to reference will serve them better.
- Communication: The player character meets up with a vendor, who offers them a choice between a Ronald Raygun and an Excalibat. How can the players figure out which one is the better choice? Well, by looking at the provided stats of these weapons, the players can see that the Ronald Raygun is highly effective at vaporizing the Giant DemoCrabs of the Horsehead Nebula, while the Excalibat requires its Avalonke duffel bag to be found before it can provide the wielder with resistance against ball-based concussions. This will help them determine which one they want, and what their future actions should be. An informed choice is more likely to be a good choice.
- Thematics: By providing consistently unequal mechanical rewards for different flavors of action, the GM can
Innocent Newbie: You WotK players are horrible! Why did you kill and enslave over one quadrillion intelligent beings?
WotK Player #1: **Points to loot, bonus income, tech obtained from killing and enslaving over one quadrillion intelligent beings**
WotK Player #2: **Points to mechanical consequences that will be meted during periods of insufficient killing and enslaving** /discussion.
More on this later in the section about Evocative, Simulationist and Flexible mechanics.
---
Why Mechanics Can be Bad:
- Work: If every time the player character attacks, you need to roll five different-sized dice, put them in order from smallest to largest, and do a backflip whenever any two consecutive digits form a two-digit prime number, that increases the amount of work needed to resolve this attack. Narrative resolution can in theory be done with no more than a thought, while mechanics create a floor / minimum on how much work needs to be done to resolve a given action.
- Work (Again): If the players need to keep track of water, essential amino acids, vaccinations, candy consistency, joy, honk levels, and joyness, this increases the amount of work that the players have to do in order to decide how many emu-powered treadmill reactors they want to build. This can drive players away, reduce the number of able participants, and generally be a drag on the game.
- Inflexibility: Arbitrary / narrative resolution is limited only by the GM's imagination. Mechanics are mechanical, i.e. rigid. Mechanics can fail to describe a situation, leaving the thread's participants high and dry. They can resolve a situation improperly, giving results that are not in line with expectations. The game setting's conditions can change, leaving the previous set of mechanics inadequate to deal with the new state of things.
---
From this we very vaguely conclude that the correct amount of mechanics for a game is as few as possible, but as many as needed. Every time you consider adding mechanics, ask yourself if you really need this, and whether the payoff will be worth the costs.
This gets us to that if there is one takeaway from all this, it is that mechanics serve the narrative, and the needs of the narrative dictate the degree and nature of the game's mechanization. Mechanics that are standing on their own should be kicked over the cliff, because they are a waste of effort.
Crap, that was a lot more than one.
More to come later, and feel free to ask questions or drop your own insights into here. Next topic that I'll write about will be chargen.
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