Monday, January 10, 2022

Smart Game Design Leaves Room For Player Creativity

As folks who've been keeping up with my releases throughout 2022 know, I've been doing a lot of world building and game designing. However, there is an issue I've been running into for years that I wanted to talk about, and while this is aimed largely at fellow game designers there's some leftover attention for Game Masters out there as well.

In short, when you are designing mechanics for your game, leave plenty of room for player creativity. Because the less room they have to add their own creativity, flair, and detail, the more restrictive it's going to feel... and there's a real possibility this will kill interest in what would otherwise have been a really great game.

What do you mean I can't have a glowing horn? Why not?

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Players Need To Be Able To Make It Their Own


A perfect example of game design that leaves players plenty of room to make characters and concepts their own, while still providing a solid underlying structure, is Changeling: The Lost. I've been pretty deep into this game for content design purposes, as evidenced by supplements like 100 Hobs To Meet in The Hedge as well as 100 Mourning Cant Dialects, Phrases, and Meanings, and one of the things that drew me to this game in the first place is how much freedom it gives you in your character design.

Seriously, give them a look if you're a Lost fan!

In this game you play someone who was stolen by the True Fae, and whose experience altered them, filling them up with magic. You choose a Seeming, which grants you broad abilities and weaknesses. You may then choose a Kith, which grants you an additional, smaller power if you wish.

As an example, someone might choose to play an ogre (a Seeming known for its raw, physical power and ability to intimidate). While they could make this ogre a huge, hulking individual with a massive chip on their shoulder, they could instead be petite and adorable, always trying to make friends until they get riled up. They could be a hacker, a doctor, a politician, or a guardian... all of those things are left up to the player. Same with the specific details of their appearance, from fangs and tusks, to bizarre skin and eyes, or not, it's largely up to the player. All the Seeming does is grant them specific sets of mechanics, but it doesn't tell the player how they must make their character. The same is true for the other Seemings as well. A Fairest (known for their social graces and beauty) might be a foul-mouthed bastard with a disagreeable disposition. A Wizened (the crafters and makers) could just as easily be a soldier-of-fortune with a weapon on their hip and a love of the fight. A Beast (those who were transformed into animals) might be a well-spoken professor, a private detective, or a medical technician.

And so on, and so forth.

What this game also does, though, is that the more specific an ability or power is, the less wiggle room it gives players, and the more closely tied to the setting lore it is. For example, while many kiths are quite general and open to interpretation (like the Soldier, which gives you bonuses with bladed weapons), others will have some specific requirements (such as the Metalflesh, whose skin appears to be made of a particular kind of metal, or the Far Walker who generally share an appearance more common to the yeti or sasquatch).

Then at the far end of the game you have add-ons and powers your players may choose to take, but which have organic ties to the world, and specific meanings within the setting that exist outside the character entirely. For example, an Entitlement (something that's like a prestige class in Lost's first edition, for those more familiar with class-based RPGs) is a specific organization that a character may become part of. In order to become a member the character must meet all the prerequisites, and adhere to the ethos, mission, and standards of this Entitlement. Because, in this instance, the Entitlement isn't something meant for the player to design to their own specifications and story; it's a part of the setting for them to interact with if they so choose. Like a faction, alliance, or other element, it will exist with or without them.

How Much Room Are You Giving Players?


Whether your game is class-based or skill-based, whether it's sci-fi, fantasy, horror, or a blend of genres, it's always important to ask yourself what limitations you're putting on player creativity, and whether those things improve the game, or undermine it. And, as mentioned above, whether something is required as part of character creation, or if it's something that's part of the setting rather than a tool specifically for the players.

And the question is pretty much universal to every system out there.

Why, for example, do you feel we must all be the same color?

If your game has tieflings and aasimar, do they only come in specific, proscribed varieties? Or are they more like the Primtouched in my Gods of Sundara setting, who come in an infinite array of creatures ranging from the merely unusual to the absolutely bizarre? If you have dragonborn, do they have a number of different features and body types to differentiate them (tails, wings, horns, jaw styles, etc.) or is it all down to color and energy type? Are your barbarians limited to specific backgrounds, or can you find them in noble courts as often as you do in the back waters of the wilds? Is every paladin out there a knight, or can anyone be touched by the divine, and allowed to uphold their holy vows in the face of an enemy?

There's always going to be some limitations in a game. Spycraft is meant to portray different varieties of the super spy genre, so for all its strange gadgets and impossible feats, all the characters in it are human. Call of Cthulhu is a game that takes place in the world of the Cthulhu Mythos, and so it has certain themes it's trying to maintain, and a particular canon that exists within the world. But whenever you look at the game you're writing (or the campaign you're planning) you should always ask yourself whether you're leaving enough room for the players' concepts to breathe on their own.

Because if not, it might be a good idea to go back to the drawing board.

In Case You Didn't See It


For those who aren't plugged-in to all my new releases, my latest drop from Azukail Games is practically burning up the sales chart. 100 Tips and Tricks For Being a Better Game Master went Copper within 24 hours of its initial release, and my goal is to try to get it to Silver before the end of the month. So if you haven't grabbed your copy yet, take a moment to check it out!


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