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Fiddly Bits: Game Archaeology

New Directions

Larry D. Hols
May 18, 2001

Welcome to the new incarnation of the Fiddly column! After a vacation from writing (mainly brought about by taking new employments some time ago), the column is being brought out of hiatus. What direction the column will take is the subject of this installment.

Over the months that Fiddly originally ran, I received email from interested folks with questions and observations about the individual columns. Some hated the theoretical explanations while others loved the same. Some wanted to explore specific concepts in detail while others wanted to hit each topic only briefly and then move on to another.

I also had folks ask about all manner of things that appear in roleplaying games. After a great deal of reflection, I've decided to offer my thoughts on matters in a structured fashion that will guarantee all topics get touched on in discussion. I'm taking a page from other columns, too-- Gareth-Michael Skarka designed Underworld a week at a time here, and that process was followed by many interested parties. That led me to adopt the approach I'm going to take in Fiddly for the foreseeable future.

I'm going to talk about mechanics in the context of designing games--three games, in fact. The intent isn't so much to highlight the process of game design--Gareth's column was a good example of that--but to show different mechanical approaches in designing a game. By involving three designs in the process, a variety of approaches can be examined and then shown in use.

The accumulation of character skills can highlight how this will be useful. One game will be class-based, another have an open skill system, and one a guided skill system. Not only will the different approaches get coverage, but contextual discussion as well. This also allows discussion without fans of every stripe raising hackles about commentary on their favorite or least favorite systems when I use examples.

The column will focus on the fiddly bits of the games, and matters of presentation and fine points of background and the feel and flavor of the text and so on won't be part of the discussion. The mechanics and variations on the mechanics are the important parts in this workshop.

The most provocative thing I plan on doing with the column is this: I will refer to the process of designing Descriptive Adventure Games. The term "role playing game" has lost its punch, I think, because far too many game forms reside under that rubric. Computer games have cadged the term (not rightfully, of course), and LARPs share it, as do story games found in chat rooms across the internet. I'm just staking out the territory a bit more clearly. The reader, of course, can refer to the games in any fashion he or she chooses.

What do you think?

Go to forum!
 Topics Author  Date Latest Reply
 A challenge for you... (3) new Eric Finley  06-19-2002 14:51  06-22-2002 06:17 new
 Probability (5) new Dave  06-19-2002 12:31  03-07-2003 22:44 new
 DragonBallZ (4) new Dennis Emanuele  06-19-2002 06:10  11-14-2002 05:53 new
 I'm sure it all evens out (5) new FireCat  06-18-2002 16:55  07-19-2002 11:24 new
 Objection to Probability laws (2) new Matthias Wasser  05-30-2002 17:36  05-30-2002 23:42 new
 Return of Fiddly! Yay! (1) new Ken Burnside  03-01-2002 09:46  03-01-2002 09:46 new
 Why I love Hackmaster and 1st edition (11) new Charles Phipps  11-28-2001 20:02  10-19-2002 09:51 new
 Quick Note... (1) new A.J.Gibson  11-28-2001 19:19  11-28-2001 19:19 new
 Is there a point to this column? (8) new Daniel Greenfeld  09-25-2001 13:36  05-29-2002 11:39 new
 Just the oposite, I'm afraid (12) new Sérgio Mascarenhas  06-22-2001 06:48  09-11-2002 06:24 new
 Three systems? (1) new Andrew Martin  05-20-2001 04:08  05-20-2001 04:08 new
 The Most Important Fact concerning FRPGs (3) new Once and for ALL  01-12-2001 19:27  06-19-2002 03:36 new
 the genre xD&D (2) new bogon  06-07-2000 07:55  06-21-2001 14:20 new
 "No, duh!" (19) new Philomousos  05-25-2000 02:57  06-19-2002 04:23 new
 The Truth About Dungeons And Dragons (21) new T. Knight  05-07-2000 16:24  09-20-2004 11:34 new
 Apples turning into Oranges (12) new Mike O'Connor  05-02-2000 11:18  04-10-2004 10:20 new
 Let's get this out of the way now. (28) new Kevin Mowery  05-01-2000 14:43  04-10-2004 11:05 new
 D&D (3) new Neal Freeman  04-27-2000 08:08  03-16-2001 04:23 new
 Characters AD&D Can't Make (20) new Mark 'Kamikaze' Hughes  04-27-2000 02:30  06-18-2002 23:19 new
 D&D--what is it? (9) new Wayne S. Rossi  04-26-2000 17:05  06-19-2002 05:20 new

All Fiddly Bits columns by Larry D. Hols

  • FID 223: Analysis of die-roll methods by Torben Mogensen, 18jun02
  • Another Change February 28, 2002
  • Fiddly 101: 101 Character Classes November 28, 2001
  • Fiddly 101: Character Classes, Part Two: The Nuts and Bolts September 20, 2001
  • Fiddly 101: Character Classes August 23, 2001
  • In the Beginning... June 21, 2001
  • New Directions May 18, 2001
  • In Defense of Heroism April 25, 2000
  • A Philosophy of Realism December 30, 1999
  • A Philosophy of Fightin' Words November 9, 1999
  • The Philosophical Question May 18, 1999
  • Whittlin' Fiddly February 23, 1999
  • Fiddly to the Rescue, Part Two January 19, 1999
  • Fiddly to the Rescue December 15, 1998
  • Old-Fashioned Fiddly November 17, 1998
  • You Don't Know Fiddly September 22, 1998

    Other columns at RPGnet

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