thirdkingdom's Blog

Game Design Process #1

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I was invited to start a blog here and thought, because I just got rained out from the work I’ve been doing outside, to start.  I have been in the process of writing an FRPG and wanted to post some of my thoughts and insights into the process, starting with a general concept.

When designing a game it is assumed that you start out with a concept in mind.  This can be approached from two angles: setting and system.  The game can involve three permutations of these three concepts: setting with no system, system with no setting, or a combination of the two.  For now I will focus purely on system design.

Of course, the question is raised that with all the systems out there wouldn’t it be easier to simply use (or modify) an existing system?  In the first place, I happen to enjoy system design; I suppose it appears to the engineer in me, the process of setting down a framework of rules and incorporating all aspects of the system to fit with those basic rules.  Besides, chances are the system you will come up with is a modified version of an existing system.  As a case in point, the system I have designed for the Third Kingdom (call it “d10) is similar to Unisystem, which I had never heard of until about a year into the project.  

The fact is that systems cannot be copyrighted, so you are free to take and adapt anything you like from existing system.  At this point I would like to explain some terms:

1)System.  This is simply the method of conflict resolution.  Rolling dice, drawing cards, or playing “rocks, paper, scissors”.  This is what cannot be copyrighted.

2)The “crunch”.  This is everything in the game the mechanistically relates to the system.  For instance, a short sword is defined mechanically in some way for different aspects of play; damage, effect on carrying capacity, breaking point, etc.  The system governs these aspects of crunch; how much damage the sword inflicts, for instance, and how you even hit with a sword.

3)The “fluff”.  This is everything that has no impact on the mechanical rules of play, whether it be a setting, name of a spell, etc.  Tread carefully with fluff, ’cause this stuff is copyrighted.

In next week’s post I’ll discuss what to look for in a system.

Todd

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2 Responses to Game Design Process #1

  • Mildred responded:
    Interesting. I never thought of copyright issues before. What you say makes sense though.
  • thirdkingdom responded:
    It gets pretty involved, and I’m no expert, but from what I understand something like "fireball" is not protected under copyright. There might be issues if you create a fireball spell for your game that is the same or virtually the same as a D&D fireball, but the term is generic enough that anyone can use it. However, if you were to create a spell called "magic missile" you’d most likely be looking for trouble, even if it say creates an arrow by magic and not the D&D version of the spell; the term "magic missile" is an intellectual creation of D&D.
    So, strictly speaking, conflict resolution (the system) is open property, the crunch depends on usage, but fluff is the most tightly controlled. You can have "dark elves" in your game, just don’t be calling them "drow".
    Todd

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