Cargo Culture
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Today we're going to talk about cargo cult game design.
First, terminology: After some people in Melanesia first encountered things like airplanes, they understandably didn't know how they worked. They knew the planes would bring in all sorts of goods and cargo after people built things like airstrips, landing fields, and so on. It was as though these people who'd arrived had discovered a way to summon damn near any sort of goods. To try and bring the goods for themselves, they would replicate what they'd seen the other people do. They'd go through the motions, but without fully understanding the reasons for it.
They weren't stupid, but they lacked critical elements of information. Similarly, a lot of times people will copy things they've seen working, but without knowing why.
We talked earlier about the figuring out the intentions behind your rules. If you're going to borrow rules from somewhere else, it's important to figure out why the hell they used those rules.
One of the biggest sources of cargo cult game design is Dungeons and Dragons. This ain't exactly a shocker, since D&D was the first real RPG on the market. Every RPG that exists owes some amount of debt to Gygax, even if they're designed as a reaction against D&D.
It's taken a long time for games to really start to move out of the shadow of D&D, and even today people design games in certain ways because that was how D&D did it (though which edition of D&D varies).
The thing is, original D&D was a designed around a very specific style of gameplay. Today a lot of people think of D&D as being generic fantasy, but while Gygax borrowed a lot of shit from different books and stories, he had a tight focus on what the game should do.
And it's right in the goddamned name. It's Dungeons and Dragons. You go into dungeons and fight monsters. You also haul out loot. The original game had you get most of your experience by hauling gold out of the dungeon.
The game revolved around resource management. You lasted as long as you had spells and hit points. Weight was tracked carefully. Thieves could only pick a given lock once. Random monster rolls pushed risk vs. reward gameplay.
But when you take those rules out of that context, when you toss 'em into another kind of game without thinking about it, they can fuck your game right up.
For example, let's look at those lockpick rules from older editions of D&D. Now, part of the reason you had lockpicking was because you had a lot of thieves in fantasy fiction. Bilbo, the Grey Mouser, L. Ron Hubbard... But it's used in a way that actually enforces the tone and other mechanics of the game. If you pick the lock on a chest, you get whatever treasure’s inside. But if you fail, you either have to lug it out of the dungeon (reducing the overall amount of loot you can carry), abandon it, or break the chest open (possibly wrecking the Magical Coffee Mug of Zandalur). Risk, reward, and resource management.
Under the influence of D&D, a lot of other games have lockpicking rules. This is partly to justify the existence of thieves/rogues. Jerry wants to play a rogue, so goddammit, the rogue has to have something to do. But the game designer thinks only getting one shot at the lock is unrealistic, or maybe he isn't as into resource management for his game. So, he lets the rogue try over and over again until he gets a lucky roll.
Well, now so long as the rogue can possibly make the check, he eventually will.
There are ways to make this interesting, of course. Time crunch is the easiest. Having interesting penalties for failure (you made some noise hammering at the lock, and someone’s coming!) But a lot of games don't bother with that. Published adventures for 3rd edition D&D often had locks that needed picking, but it was pretty rare for there to be any real penalty for failure. If you can't really fail, what the hell's the point of rolling? Either give the rogue a reason to want to get it first try, or don't bother having a roll.
Instead, ask why you needed lockpicking in the first place. What does it add to the game? What /can/ it add? How can it be used well? If it can't, then toss it. If it can, then change the rules around until it is. Make sure that your gamebook tells GMs when to use the skill and how to roll it into the game's fiction.
You also see cargo culting with World of Darkness. World of Darkness was one of the big rivals to D&D in the 90's, and a big departure from the D&D model in a lot of ways. So it's natural that a lot of games, especially urban fantasy ones, borrow from it. So you get dice pools, race/faction combos, and other bits lifted straight from Vampire or Werewolf without any thought to why it was used in the first place.
Sometimes a rule's just bad. 1st Edition D&D had special modifiers for women. That pretty much always leads to shitty sexism and junk science biotruths. The barbarian couldn't associate with magic users (Whoops, I guess Mary can't play with the rest of the party; she hates Jose's wizard). In 3.5, you have the no-fail lockpicking I mentioned earlier, and the rules for drowning straight up didn't work if you ran them as written. You had feats like Toughness that were literally designed to be bad so to trap people who didn't know the game so well.
But you still get people copying bad rules design because that's what D&D did, and that must be how roleplaying games are supposed to work.
Here's one that works in D&D's original rules space, but gets put into a lot of games where it doesn't fit: Combat is the majority of the game. It makes sense in D&D (where the rest of the game was mostly puzzle solving to get around traps or find cool ways to use magic items), but you see it even in games that are supposedly designed around social skills and roleplaying. If your game is supposed to be about diplomacy and political maneuvering, you probably don't need to devote three quarters of your rulebook on how to hit fightmans with sword. If most of your game is out of combat, devote your rules space to whatever the fuck the players are actually doing with their lives.
Again, look at what rules you're using that have been done before. Ask yourself why they were done. If you can't come up with a good reason, you might need to figure out if it's actually going to work in your game or not.
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