Thursday, February 12, 2015

Making table-top RPG's appealing to a new generation (Part 4)


Enable the player!
Some RPG's have moved towards a rules-light approach, where only a few basic rules are in play and the game area is free of measurement. Though this is not ideal for a tactical game like Solar Echoes, some games benefit from a more open system. We felt it was necessary for squad combat in Solar Echoes, but we have actually used a more abstract distance system with our ground vehicle and starship battles. Parameters still exist, but open systems often make a player feel that the game is more approachable and easier to enjoy. Ultimately, games should empower the player so that, rules or not, he feels he can do what he imagines. Of course, some rules must exist for game balance, but players should feel that the rules are not arbitrarily imposed—that they make sense within the context of the game world. Another method of empowering a player is to provide him with lots of options. The more options available, the more the player feels he can customize his experience. Often, a player will gladly embrace a rules system if he has a chance to uniquely design a character that can more easily overcome the challenges of the game—this makes a character “build” feel more personal. An RPG that presents a wide variety of options to the player empowers him through the choices he makes.

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