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RPG Design, Learning and Skill Atoms PDF Print E-mail
Board & RPG - Roleplaying
Written by Antti   
Thursday, 29 July 2010

Daniel Cook wrote about feedback loops, learning and game mechanics in his blog Lost Garden a couple of years ago (he then wrote another article about this on Gamasutra). What has stuck in my mind about these articles is what DanC describes as skill atoms. Skill atoms are things that can be learned by playing the game:

  • The player interacts through the game, does something,
  • the game responds to the action,
  • the game provides feedback on the results
  • player interprets the feedback and essentially creates a model of how the game works in similar situations.

 

The player learns a singular skill by looping through this sequence multiple times. This is called a skill atom. An example from DanC's article is from a Mario Bros-like platformer game.

 

Learning successive skill atoms usually requires the player to have mastered some of the more simple skill atoms. The example (this one too is from DanC's article) is also from a platformer.

  DanC suggests improving the method of game design by designing skill chains out of these skill atoms and designing the game mechanics and levels based on those. This sounds like tremendous advice for designers of video games.

I recently got thinking that the same kind of feedback loop, only possibly more complicated, happens also in role-playing games. I got to thinking about this as I was trying to come up with an article on how to get the most of the excellent modern war role-playing game Shell Shock.

In RPGs the player interacts with the game's mechanics but also with the fictional situation that is grounded with the players' collaboration and other players. Someone (A-P?) might even suggest that the players interact with each other and everything other is secondary (the rules are first interpreted as players etc.), but that's beside the point for now.

When learning a new RPG a player looks for possible actions and their relation to the mechanics of the game. For instance if the game has detailed rules for combat, the player sees that if there's a combat situation in fiction there are specific procedures for handling that.

Where I think this gets hairy for most games is right at the start. In most games it is not clear how the starting situation is set up. After that is taken care of the skill atoms can be seen more readily. The responsibilities of different player roles (GM, player, facilitator etc.) are usually described well in the game text, as well as the different procedures and when and how to use them in the game.

So let's look at Shell Shock for an example. Below is a list of skill atoms I've identified in playing Shell Shock. They are categorized by player role (player or GM). The related skill atoms are grouped together and as a whole they form a kind of semi-timeline with the atoms that are learned first at the beginning and more advanced ones at the end. Character creation related skill atoms are also in their own category as I couldn't find them a suitable place on the semi-timeline I created.

  • PC = player character
  • NPC = non-player character
  • GM = game master

General Skill Atomsin Shell Shock

Player: For my PC to succeed in something that someone else is opposing, I have to roll dice. 

 

 

GM: I can drive play towards a conflict by risking something that the player / PC cares about. 

Player: My PC has more chance to triumph in conflicts using what he/she is good at. GM: I can up the odds by challenging the PCs were they are weak.

 

 Player: I can play safe by sticking to actions where my PC is good at.

 

 Player: I can play unsafe by having my PC try something he/she sucks at.

 

 Player: I can improve my PC's chances of succeeding by spending trauma points.

 

 

GM: I can tempt the players to use trauma points by putting a carrot (an outcome they care about) behind an obstacle (an opposition that is hard to overcome).

 Player: When I spend my trauma points the rules govern the guidelines of how my PC acts. But I'm still in charge of the specifics.

 

 

 GM: I can use the situation in fiction and the opposition to enforce tough choices on part of the player choosing to use trauma points or whether to back down from conflict.

 Player: If I use a trauma point and it results in something disadvantageous to happen to my PC, that too can lead to awesome situations. Player: If I use many points of the same trauma, my PC will be changed forever. The rules give the guidelines, but I'm in charge of the details.

 

 

 GM: If I can create a situation where the player must choose between backing out on something the PC cares about, trying to overcome the opposition with less chance to win without using trauma points or with more chances to win with using trauma points but risking changing the act into something my PC is fighting against, results can be awesome.

 Player: If the GM is on the top of his/her game, I will have to use trauma points to have my PC both stick to his/her ideals and succeed in what he/she is pursuing. And then he/she may be changed forever by the trauma.

 

CharGen & related skill atoms

Player: What I choose as my PC's attitude towards the conflict (fictional war we are playing) and attitude towards the army flag inform the rest of the group what my PC is about and how to involve him/her in fiction or make me/him care about the events in fiction. 

 
 

GM: I can look up PCs' attitudes, find contrasts and use those to come up with situations that will get the PCs to interact over them (and by interact I mean fight over, mess each other etc. in fiction).

 

GM: I can use the NPC squad members in the same way, even fitting them with extreme opinions. The contrast of them being in the same squad and having completely different ideals and attitudes will lead to interesting situations.

 

GM: Friendships between PC and NPC squad members and PCs and NPC civilians are also a good tool for leveraging situations.

 

This representation is of course ideal and doesn't necessarily represent reality for many of the players of Shell Shock. That's partly because it was originally written by me as a guide on how to play Shell Shock and then modified as a more general representation of how our group learned to play. A lot of things are also missing completely such as skill atoms related to the scene structure of Shell Shock and a couple of other stats. It would be interesting to try and create a complete skill chain of Shell Shock with dependencies and all, but I think that the game's author Kobayashi might be the only one qualified to do that.

So, what do you think? Could the skill chain be a good tool for designing RPGs? Could the skill chain be a good tool for making tutorials for RPGs? Good a descriptive skill chain like the one I've provided be helpful in learning a new game?

Comments

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Kobayashi (82.226.75.xxx) 2010-07-30 10:22:10
I think that skill chains are a good design tool. Even if you know what your game is about and how to enforce it it's still useful to see how the whole process works. It helps to see if something is "broken" along the way. My very first draft for Shell Shock had rules for weapons (mostly a ripoff from 3:16).

I didn't use a skill chain, but I thought "What are these rules doing to enhance what the game is about ?", the answer was "not much"

As a tutorial tool I have mixed feelings. Sometimes it boils down to GM advice, sometimes it's effective (as in Dogs in the Vineyard imho)sometimes it's not. I tend to look to the way boardgames rules are written.

In boardgames there are clear objectives for the player, in a storygame/rpg things are less clear("tell a story" is as bad as "have fun" in the realm of unhelpful advice).

In fact each session comes with its specific objectives. This is where skill chains are important imho. It's not about what the game is about or what it should induce in the player, it's how it is played. I can't make rules to make your players feel like shit because his character did a terrible thing. But I can make rules that make sure that some actions have direct consequences for the character.

Then I have to tell the GM how he can create scenes that will allow these kind of action to appear. This is important (and missing in Shell Shock by the way, that's why there is a 2nd edition planned :lol: ). Some of this advice is tied to the game mechanics (create a conflict scene) most of it isn't (create an NPC, choose a conflict, what will your war be about ? Etc.). For this specific tasks skill chains don't help me much as a game designer.
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