{"id":15637,"date":"2015-06-16T00:48:39","date_gmt":"2015-06-15T14:48:39","guid":{"rendered":"http:\/\/www.campaignmastery.com\/blog\/?p=15637"},"modified":"2015-06-16T00:48:39","modified_gmt":"2015-06-15T14:48:39","slug":"strange-mechanics","status":"publish","type":"post","link":"https:\/\/www.campaignmastery.com\/blog\/strange-mechanics\/","title":{"rendered":"Plunging Into Game Physics Pt 2: Strange Mechanics"},"content":{"rendered":"<div class=\"pps-series-post-details pps-series-post-details-variant-classic pps-series-post-details-54589\" data-series-id=\"269\"><div class=\"pps-series-meta-content\"><div class=\"pps-series-meta-text\">This entry is part 2 of 4 in the series <a href=\"https:\/\/www.campaignmastery.com\/blog\/series\/plunging-into-game-physics\/\">Plunging into Game Physics<\/a><\/div><\/div><\/div><div id=\"attachment_15639\" style=\"width: 320px\" class=\"wp-caption alignright\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-15639\" src=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2015\/06\/black-hole-245746-m.jpg\" alt=\"black-hole-245746-m\" width=\"300\" height=\"200\" style=\"border: 5px solid black\" class=\"size-full wp-image-15639\" srcset=\"https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2015\/06\/black-hole-245746-m.jpg 300w, https:\/\/www.campaignmastery.com\/blog\/wp-content\/uploads\/2015\/06\/black-hole-245746-m-120x80.jpg 120w\" sizes=\"(max-width: 300px) 100vw, 300px\" \/><p id=\"caption-attachment-15639\" class=\"wp-caption-text\">&#8220;Black Hole&#8221; by Laurence Diver.<\/p><\/div>\n<blockquote><p>\nAs you can see from the title, this is part 2 of a series looking at the underlying principles and applications of Game Physics. The first part looked at exactly what the term meant, and found that it needed quite a lot of definition because it could be used to mean any of several different things. It could be a selective rationale for the differences between game &#8220;world&#8221; and the objective reality of the real world; it could describe the Essential Pseudoscience that rationalizes the fantastic; It could be &#8220;Ubermechanics&#8221; that add options to characters, and\/or remove options, and\/or simply add essential flavor. A &#8220;Game Physics&#8221; is potentially all those things at once, and more.\n<\/p><\/blockquote>\n<h3>The Boundaries Of Game Mechanics<\/h3>\n<p>The abstract reduction of reality that is the game mechanics can only imperfectly reflect the underlying &#8220;game reality&#8221; described by the Game Physics. Push the game mechanics too far. and they break down. This is not a breakdown of the game physics, merely of the simplified description embodied by the mechanics, and that means that the game physics can and should be designed for use as a guideline when the game mechanics can&#8217;t cope.<\/p>\n<p>The situation is not dissimilar to the relationship between modern physics and what is commonly referred to as &#8220;Classical&#8221; or &#8220;Newtonian&#8221; Physics. The latter is a basic description of the properties of movement embodied in Newton&#8217;s Three Laws of Motion; but these do not fully describe motion of very small objects like particles or motions at close to the speed of light in a vacuum. For those, Quantum Mechanics and Relativity are required.<\/p>\n<p>The simplest Game Physics possible does little more than identify boundary conditions &#8211; &#8220;no characters are permitted Strength higher than 25&#8221; for example &#8211; beyond which the results from the game mechanics are unreliable. That&#8217;s usually not enough, but it sets a minimum standard that should be part of every campaign.<\/p>\n<h3>The Creation Of House Rules<\/h3>\n<p>So, let&#8217;s talk about what else there might be, if you look beyond that absolute minimum, and how exactly you should go about translating an abstract game physics into one or more House Rules.<\/p>\n<p>There are &#8211; superficially &#8211; lots of ways to do this, but when you look into them closely, they all embody the same basic process; some simply hide that process better than others. In theory, the process is actually very simple: you take an abstract principle, translate that into a Metagame Principle, and then convert that Principle into Game Mechanics, i.e. rules.<\/p>\n<p>Is it that simple in reality? Sometimes, yes, and sometimes no. It depends on many factors, from the change that you want to make through to the game system to which you want to apply it, and how interconnected and wide-ranging the affected mechanics are. Let&#8217;s consider each step in the process independently and try to get to some specific advice and techniques.<\/p>\n<h5>Concept to Principle<\/h5>\n<p>So let&#8217;s say that you&#8217;ve got this wonderful idea for how the world works. It could be anything &#8211; perhaps magical effects are the result of four interacting forces being mixed in various ways, something that parallels the four classical elements of earth, air, fire, and water &#8211; or even the four elements of the ancient Chinese world, earth, air, metal, and wood, just to be different. Or perhaps there&#8217;s a metal that experiences increased inertia when moving at relatively slow speed &#8211; say the speed of the typical two-handed swing &#8211; so that smaller weapons can do more harm. Or perhaps &#8211; as was the case in the first part of my series on alternative healing in D&#038;D\/Pathfinder (<a href=\"https:\/\/www.campaignmastery.com\/blog\/all-wounds-are-not-alike-1\/\" target=\"_blank\">All Wounds Are Not Alike \u2013 Part 1<\/a>), you think that perhaps hit points should be a measurement of the gap between full health and incapacitation instead of health to imminent death.<\/p>\n<p>All of these are Concepts. The first step in translating a concept into game mechanics is to convert it into a set of principles. These principles can be thought of as translating the general notion into a series of specific effects that you want and need the rules that you will create to encapsulate. Another perspective is to consider them a work order for specific House Rules.<\/p>\n<p>So, how do you go from idea to plan of execution (which is still a third way to think of the process)?<\/p>\n<p>In essence, this involves stating and restating the concept and its ramifications until you find <em>at least<\/em> one that can be related to some measurable or logical value present within the game system, or that can be created from the content already present.<\/p>\n<p>It was no coincidence that I mentioned &#8220;All Wounds Are Not Alike Part 1&#8221; a little earlier, because that provides a perfect example of the process. The paragraph (in the section entitled &#8220;The Healthy and the Helpless&#8221;, near the start) that starts &#8220;Another possible answer&#8221; states the concept. Ignoring the side-note that follows this paragraph, the next two (starting &#8220;We&#8217;ve&#8221; and &#8220;We have&#8221;, respectively) analyze the concept and spell out the initial ramifications, enabling the principle to be restated in terms that might be amenable to translation into game mechanics (in the paragraph that starts &#8220;Under this paradigm&#8221;).<\/p>\n<p>Rather than make people read that article in it&#8217;s entirety, here are the paragraphs in question:<\/p>\n<blockquote><p>\nAnother possible answer which I have seen in house rules from time to time is that hit points are a numeric index of the gap between healthy and helpless. This relates the damage that is inflicted upon a character to the impact that this damage has on his abilities, and his capacity to overcome that impact.<\/p>\n<p>We\u2019ve all experienced injuries in our time \u2013 abrasions, falls, nicks. Some have had more serious injuries like broken bones or surgical wounds. And a few unfortunates have even more serious injuries in their pasts. So we can all relate to the principle that being injured slows our movements, impairs our physical capacities for action, and saps our will to act. These are responses to the pain of the injury, which is the body\u2019s reaction to that injury; if we heed these warning signals, we heal, or at least have the chance to do so, and if we don\u2019t then healing is slowed, may not progress properly (bones fusing out of alignment and so on), or may not occur at all (cuts reopening, etc).<\/p>\n<p>We have all also seen people, especially in desperate circumstances, ignore wounds that might have incapacitated them at other times, in order to meet the needs of survival (be those their own or those of someone else).<\/p>\n<p>Under this paradigm, the increase in hit points a character receives as a result of a level increase can be described as an increase in the capacity to remain functional despite injuries that may have been received, and the condition of zero hit points remaining \u2013 helplessness \u2013 is tantamount to death, should any enemy remain in better condition.\n<\/p><\/blockquote>\n<h5>Principle to Rule<\/h5>\n<p>The rest of the first half of the article, all the way down to the section entitled &#8220;Consequences: translating impairment zones into game mechanics consequences&#8221;, consists of proposing and analyzing three different ways by which that restated concept can be translated into actual numbers that can be used to implement new rules. The &#8220;Consequences&#8221; section, and the &#8220;Internal Injuries section that follows it, list the ramifications of the conceptual rules, completing the &#8220;work order&#8221;. That&#8217;s rather too lengthy to quote here &#8211; it would take us too far off-track &#8211; so suffice it to say that using the index derived from &#8220;% of hit points lost&#8221;, a modifier is discussed (leaving open the question of exactly what the numeric value of that modifier should be) and a long list of game mechanics values derived that should be subject to that modifier:<\/p>\n<blockquote>\n<ul>\n<li>Attack Rolls \u2013 the character\u2019s mobility is impaired, making his reactions slower in battle.<\/li>\n<li>Damage Rolls \u2013 the character\u2019s physical forcefulness is impaired, so he does less damage in melee.<\/li>\n<li>Saving Throws \u2013 the character is impaired both physically and mentally, making it harder to shrug off environmental complications and spell effects.<\/li>\n<li>Skill Checks \u2013 the character cannot move or think as freely as usual, making it harder for him to employ skills successfully.<\/li>\n<li>Initiative \u2013 the character slows down in battle.<\/li>\n<li>Hit Points \u2013 the character does additional damage to himself by acting forcefully while wounded (once per turn or once per attack).<\/li>\n<li>Armor Class \u2013 the character\u2019s mobility is impaired, making him an easier target in battle.<\/li>\n<li>Movement Rate \u2013 the character\u2019s mobility is impaired, slowing his movement.<\/li>\n<\/ul>\n<\/blockquote>\n<p>&#8230;which is then followed by further discussion of the many game mechanics options open to the GM designing the house rules that implement the original concept, and which are really beyond the scope of this section of <em>this<\/em> article.<\/p>\n<h6>Isolation Of Variables<\/h6>\n<p>An essential part of the process of going from principles to rules is an isolation of the variables &#8211; in the example quoted, that&#8217;s the modifier and the things that it applies to &#8211; but it&#8217;s not a very useful example of that, because the analysis was all theoretical and never actually implemented into game mechanics &#8211; and it was a bit complex for consideration as part of this subject.<\/p>\n<p>Instead, let me direct the reader&#8217;s attention to a different game mechanic, one that I did actually write up for implementation in my Fumanor Campaigns.<\/p>\n<p>This combined several concepts:<\/p>\n<ul>\n<li>Low-level targets in D&#038;D are too hard for low-level characters to hit;<\/li>\n<li>Different types of armor are too similar in value in terms of game mechanics,;<\/li>\n<li>Well-armored foes are too easy for high-level characters to hit;<\/li>\n<li>Different construction materials made no defined difference to the value of armor types;<\/li>\n<li>There was insufficient incentive for characters to consider lesser materials;\n<\/li>\n<li>and, finally, there was insufficient variety in armors once magic was taken into consideration.<\/li>\n<\/ul>\n<p>These concepts were translated into several game principles, which then became five House Rules.<\/p>\n<ul>\n<li>Armor Class was separated into three components: Base, Armor, and Refinement.\n<ul>\n<li>The Base was analyzed as having a fixed value of &#8220;10&#8221; in the existing mechanics.<\/li>\n<li>The Refinement consisted of the shield modifier, any magical deflection bonuses, the Dex Modifier, and any circumstantial modifiers the GM chose to implement based on battlefield conditions and circumstances, such as &#8220;attacking from behind&#8221;.<\/li>\n<li>The Armor value was defined as the Armour Class given by the official rules minus these two constituents. That meant that it comprised the base AC value of the armor type, and any other form of deflection bonus or AC enhancement not fitting the listed definitions.<\/li>\n<\/ul>\n<\/li>\n<li>Change #1: &#8220;Base&#8221; was reduced to 5, making it easier for poorly-armored targets to be hit by low-level characters.<\/li>\n<li>Change #2: &#8220;Armor&#8221; was doubled in value. This made well-protected targets harder to hit, even for high-level characters, and increased the differentiation between different armor types.<\/li>\n<li>Change #3: The base construction material for metal-based armors was defined as Steel. A set of modifiers to Armor value was defined for alternative materials, including a number of new &#8220;exotic materials&#8221; in addition to the ones already listed within the game system &#8211; some of which could only be used for specific armor types, such as &#8220;Dragonscale Leather,&#8221; which all had additional effects or benefits to the wearer &#8211; better saves vs. specific attacks, increased movement rates, or whatever. These were to be applied <em>before<\/em> the doubling described in Change #2.<\/li>\n<li>Change #4: <em>Some<\/em> existing magic items had their effects amended to include an adjustment the &#8220;base&#8221; value up or down, some of the Exotic Materials carried the &#8220;benefit&#8221; of a modifier to Base Value. This was important because Base Value applies even when the character is caught Flat-footed, i.e. by surprise.<\/li>\n<li>Change #5: The same list of materials modifiers also applied to Shields &#8211; but because a shield was only going to be useful some of the time, and because Shield Modifier was not part of the score that was doubled, this had less effect on the ultimate total AC. The combination of changes #3, 4, and 5 meant that the material an armor was constructed from had a significant effect on the ultimate Armour Class, while partially increasing the variety of magic items on offer, and the uniqueness of any given item.<\/li>\n<li>Change #6: Each suit of armor was assigned an &#8220;Enhancement Capacity&#8221; of 25, each shield was assigned an Enhancement Capacity of 20. Some exotic materials added +1 or +2 to this, some subtracted 2. The deflection bonus of the armor or shield (if any) was subtracted from this total, as was the &#8220;Armor&#8221; AC rating. Some armor types further modified this adjustment. The remainder of this calculation defined the capacity for &#8220;enchantments&#8221; (called &#8220;Special Abilities&#8221; in the DMG, a term that seemed too prosaic to me at the time, however accurate it may have been).<\/li>\n<li>Change #7: An &#8220;enchantment&#8221; listed on the &#8220;Special Abilities Table&#8221; reduced the capacity by the &#8220;+ bonus&#8221; shown, plus 1. If no such value was shown, it was assumed to have the first value listed above it on the table &#8211; so the first &#8220;enhancement&#8221;, <em>Glamored<\/em> used up 1 point of &#8220;enchantment capacity&#8221;, while <em>Greater Sonic Resistance,<\/em> the last individual entry on the armor table, consumed 6 points of capacity.<\/li>\n<li>Change #8: The difficulty (DC) of adding an ability with an appropriate &#8220;enchant&#8221; skill was the % of already-used enchantment capacity in the armor multiplied by 50, plus the enchantment capacity to be consumed by the new ability. Fail, and the enchantment failed; Fail catastrophically, and either the capacity was consumed to no benefit, the capacity was &#8220;occupied&#8221; by a <em>Curse<\/em> that was as close as possible to the opposite effect of that desired, or perhaps the enchantment succeeded &#8211; at the price of permanently deactivating an ability already contained. On a critical success (a natural 20), and the capacity cost of the new ability was reduced by 1. Fifty was chosen because it made the calculation simpler.<\/li>\n<li>Change #9: Taking additional time or using additional casters as assistants offered bonuses to success, as did various other factors such as having an appropriate workshop, manuals, etc.<\/li>\n<li>Change #10: Similar changes were made to allow for limits to weaponry enchantment.<\/li>\n<li>The net effect of changes 6-9 is that the lower the AC value of the armor, the more easily it could be enchanted, and the greater its capacity for &#8220;Special Abilities&#8221;. It also means that there is a lot more variety in magical armors and shields possible. (A further refinement allows the consumption of 1 enhancement point in each to &#8220;link&#8221; a specific shield or weapon to a suit of armor; this would subtract from the enhancement cost of any special power that was only in effect when the two were borne by the same wielder).<\/li>\n<li>Change #11: For creatures with natural armor of any sort, the process is simple: subtract 10 from the AC in the sourcebook, double the result, and add 5.<\/li>\n<\/ul>\n<p>This set of ten House Rules implements all six of the Concepts (i.e. things about the game system that I wanted to change) in a way that has minimal effect at character generation and none at all on the mechanics of game-play &#8211; you simply have a different AC to the one listed in the official rules. It might be higher, it might be lower. In effect, basic ACs (without magic being involved) now ranged from 5 to 26 (plus DEX modifier), and magic could boost those numbers by up to a further 10.<\/p>\n<blockquote><p>\nTo be honest, the above synopsis of the changes was my second attempt &#8211; the first version had a far more complex and overcomplicated shield handling mechanism that simply didn&#8217;t work well in actual usage. Some of the above should be familiar to my players, some of it has not previously made its debut &#8211; I finished rewriting the rules for use in this article). Oh, yes &#8211; it&#8217;s also worth pointing out that a pre-existing house rule stated that armor and shield deflection bonuses stacked, because I couldn&#8217;t find where in the official rules it discussed the point.<\/p><\/blockquote>\n<h6>Mathematical Processes<\/h6>\n<p>Almost any house rule aimed at the game mechanics involves mathematical processes of some sort. The above example shows these quite clearly. I can&#8217;t stress enough that any such process that has to take place during play be as simple as absolutely possible. Even taking the time to find a table can be enough to make combat unworkable in some systems. Even beyond that, the more complicated the math, the easier it is to get confused and make a mistake.<\/p>\n<p>If you have to involve a mathematical process, don&#8217;t make anyone do it at the game table if you can help it; put it into a table if necessary (but this is very much a second choice to not needing one at all).<\/p>\n<h6>Algebraic Summaries<\/h6>\n<p>Where possible, expressing your changes as algebra can simplify a complicated process &#8211; if you are comfortable with this mathematical tool. I try never to implement algebra without converting the results into a table so that the results can simply be looked up, most of the time. This is a practice that I have learned the hard way. Your Mileage &#8211; and experiences &#8211; may vary.<\/p>\n<h6>Rule interlocking<\/h6>\n<p>I started making a change to the rules for calculating a character&#8217;s AC in the example above, and by the time I was finished I had House Rules for magic item construction and skill use. The significance of being caught Flat-Footed had changed considerably, as had the threat level posed by well-armored opponents &#8211; something that would have to be taken into account when determining XP rewards. This is an excellent example of Rule interlocking.<\/p>\n<p>Changing one rule is like trying to eat one peanut: very difficult and ultimately not very satisfying. It&#8217;s far more typical for House Rules to breed like rabbits.<\/p>\n<p>Consider, for example, a set of modifiers for Perception checks (or &#8220;Spot&#8221; checks, or the equivalent in any other system &#8211; this is pretty much a universal) for range and conditions. How long will it be before someone points out that anything that hinders perception should also affect combat &#8211; and vice-versa? And that ranged weaponry will need to be affected differently to melee? And how about tracking? And then, someone will point out that some modifiers will advantage both parties when attacking &#8211; but should that be by the same amount, regardless of their individual Perception\/Spot scores. What else might be impacted by bonuses or penalties to a character&#8217;s ability to see things &#8211; an argument could be made that Riding should be affected (greater or lesser likelihood of recognizing treacherous terrain and obstacles). And how about Navigation &#8211; if it&#8217;s harder or easier to recognize landmarks (as opposed to the similar landmark that isn&#8217;t quite right) or even see those landmarks in the first case, should not that be reflected in modifiers to various Navigation skills? And hey, has anyone noticed how the land looks different from the air to when you&#8217;re at ground level &#8211; shouldn&#8217;t there be a navigation penalty for flying unless it&#8217;s a natural ability?<\/p>\n<p>And this is just a simple change, a set of reasonable modifiers to act as guidelines for how substantial an effect the GM should apply &#8211; the GM would (if he was doing his job) have applied modifiers to the DC or the skill roll (depending on how the game system worked) anyway, this is simply quantifying some common values of adjustment for quick access!<\/p>\n<p>Whenever you create any sort of House Rule, there are three vectors for Rule Interlocking, and the wise GM will actively look for instances of them all that affect the game mechanics beyond the initial rules change.<\/p>\n<ul>\n<li>Direct Consequences<\/li>\n<li>Alternative Applicability<\/li>\n<li>Analogous Changes<\/li>\n<\/ul>\n<p><strong>Direct Consequences<\/strong><br \/>\nEvery rules change has consequences &#8211; otherwise, there would be no point in changing those rules. In addition to any desirable consequences that have been used to justify the House Rule, there are frequently going to be undesirable consequences. If these are too egregious, you may have no choice but to scrap the House Rule and start again; but if the preponderance of positives outweigh the negatives, it may be possible to mitigate or even eliminate those negatives with a second, more specifically-targeted, House Rule. These are sometimes described as a &#8220;Rules Patch&#8221;. Changes to combat systems are frequently and especially rife with this problem.<\/p>\n<p>What&#8217;s more, it can be hard to see the thorn-bush for all the pretty flowers in the field. Quite often, the need for a &#8220;Rules Patch&#8221; won&#8217;t be obvious to the GM until after the House Rule is in service &#8211; so they should all be playtested in advance. I&#8217;ve also seen this described as &#8220;The GM being blinded by his own creativity&#8221;, and it happens to pretty much everybody. The more experience you have, the less you are prone to this &#8211; and the bigger the invisible barn-doors you walk into when you <em>do<\/em> overlook something.<\/p>\n<p>Here&#8217;s a real-world game example: I changed the rules for the Zenith-3 campaign to a more D&#038;D 3.x-like initiative system in order to speed up combat and distribute the spotlight more evenly, and it immediately achieved those benefits. The response, when the change was trialled, was overwhelmingly positive. But deeper inspection showed that the movement rules had to be modified because time wasn&#8217;t being handled the same way any more, and so did the rules for the Flight power, and the rules for maneuverability of flying characters and vehicles, and that then necessitated tweaks to various combat modifiers and combat maneuvers, changes to the tactical combat options available to characters, and alterations to Hit Point recovery (because time was being handled differently) and that affected how Regeneration worked, and the cost-effectiveness of various attack powers, which in turn altered the cost-effectiveness of various stats, which necessitated changes to the damage-capacity of various materials and inanimate objects&#8230;<\/p>\n<p>I told part of this story in a two-part article, &#8220;Superhero Combat On Steroids&#8221; &#8211; <a href=\"https:\/\/www.campaignmastery.com\/blog\/superhero-combat-on-steroids-1\/\" target=\"_blank\">Part 1: Taking the Initiative with the Hero System<\/a> and more of it in <a href=\"https:\/\/www.campaignmastery.com\/blog\/moving-with-a-purpose\/\" target=\"_blank\">Part 2: Moving with a purpose<\/a> (the part that had taken place prior to the publication date). The rest was subsequently discovered the hard way, necessitating a mad scramble in the middle of play to slap a &#8220;Rules Patch&#8221; in place so that play could continue.<\/p>\n<blockquote><p>\nThere&#8217;s an analogy to real-world science that&#8217;s worth pointing out because it ties this back into the primary subject of this series, Game Physics. When a new phenomenon is observed, science needs to expand to incorporate an explanation. Sometimes, whole theories need to be thrown into the scrap-heap as a result, no matter how accepted and cherished they may be; sometimes, it&#8217;s possible to simply &#8220;tweak&#8221; the existing theory and move on from there.<\/p>\n<p>But changing one scientific theory is just as bad as introducing a single House Rule; every application of that theory then needs to be re-examined, and perhaps the process being described needs complete revision. For example, changing one of the laws of thermodynamics would have profound impacts on our understanding of everything from cosmology to cellular biology to chemistry. So great would be the change that the pressure to resist the change would be enormous, hence the general principle that &#8220;extraordinary claims require extraordinary proof&#8221;.<\/p>\n<p>A large part of modern science is the active search for new phenomena that can validate one amongst a set of competing theories by virtue of the predictions made by those theories. Another is the identification of phenomena that were not predicted and are not explained by current theoretical models, forcing a subsequent enlargement of science itself. A contemporary example of the first was the search for the <a href=\"https:\/\/en.wikipedia.org\/wiki\/Higgs_boson\" target=\"_blank\">Higgs Boson<\/a>; a contemporary example of the second was the discovery of &#8220;Hot Jupiters&#8221; and other unusual exoplanets, which necessitated a revision of the theories of solar system formation, and which continue to throw up unexpected challenges to existing theories &#8211; see <a href=\"https:\/\/en.wikipedia.org\/wiki\/Hot_Jupiter\" target=\"_blank\">this Wikipedia Page<\/a> for a starting point if you&#8217;re interested in looking into the subject further.<\/p>\n<p>Introducing a new concept to an existing game physics is akin to discovering a new phenomenon in traditional science. And, since the game mechanics are (fundamentally) defined as an attempt to model the most important behaviors of that game physics, all sorts of changes can (and frequently do) result from such new concepts.<\/p>\n<p>Such phenomena fall into three broad categories:<\/p>\n<ul>\n<li>something that was thought impossible, is observed.<\/li>\n<li>something that was thought to happen, doesn&#8217;t.<\/li>\n<li>something that was there all along is noticed for the first time.<\/li>\n<\/ul>\n<p>The first is analogous to a House Rule that adds new options to the palette available to characters for exploitation; the second restricts an existing choice (usually to certain conditions or circumstances, though it&#8217;s often simpler to describe the exceptions); and the third simply replaces one explanation with another &#8211; indicating that the game logic used by the GM to guide his decision-making will follow a different course and take into account different factors, sometimes resulting in new outcomes that can be exploited, and sometimes preventing outcomes from occurring that were expected, once this new logic is applied to a given situation within the game.\n<\/p><\/blockquote>\n<p>Ultimately, this is viewing the game from an in-game perspective and applies the new Concept to see what should, theoretically, be affected if that Concept were real.<\/p>\n<p><strong>Alternative Applicability<\/strong><br \/>\nIdentifying a basic Game Physics Concept and developing that into game mechanics is all well and good &#8211; but quite often that Concept will also apply, directly or indirectly, to other in-game activities and the way the game mechanics have to simulate them &#8211; for example, in the perception changes example, the application of the modifiers to combat situations.<\/p>\n<p>These are best assessed by examining other as many alternative activities that characters might attempt as the GM can think of, especially routine or common ones, and considering whether the Concept would also impact them. Such activities would include using a skill, making something, hitting something, interacting with an NPC, and so on.<\/p>\n<p>This can be considered to be viewing the game from a metagame perspective and applying the new Concept to see what mechanistic consequences should or can result, while retaining a practical sense of priorities.<\/p>\n<p><strong>Analogous Changes<\/strong><br \/>\nGame systems are frequently designed so that one game-mechanics process is replicated over and over. One of the most popular reforms to D&#038;D with the 3.0 edition was the consistency in handling of attacks and skill checks in that rolling high became better in both; in prior official versions of the game, the two were inverted with respect to each other, making the rules more complicated and harder to learn. the consequence was that lower values of Armour Class used to be better than higher ones, resulting in the notorious &#8220;THAC0&#8221; standard (To Hit Armor Class Zero).<\/p>\n<p>Changes to the resolution system of one type of process invariably demand that all analogous processes be at least considered to determine whether or not an analogous change is warranted.<\/p>\n<p>For example, if you decided that you wanted skill checks in your Pathfinder Campaign to be resolved by rolling 4d6 and discarding the lowest result, making successes at tasks of reasonable difficulty for a given skill level more probable but making success at tasks rated beyond those difficulty levels more unusual, you should at least check that every other roll a character might be required to make is not better handled in the same manner, <em>for the same reasons.<\/em> Either way, the GM should be prepared to defend his decision. Those &#8220;other rolls&#8221; include saving throws and attack rolls. Furthermore, each &#8220;skill&#8221; should be checked for the desirability of applying this change; some &#8220;skills&#8221; represent innate abilities (for example &#8220;Spot&#8221;) that the GM might decide should stay on a d20 basis.<\/p>\n<p>This is viewing the game from a game-mechanics perspective &#8211; which, paradoxically, tends to put the rationale and underlying theory under the microscope, and hence make the &#8220;why&#8221; more accessible.<\/p>\n<h3>Quantum Entanglement Of Game Systems<\/h3>\n<p>I&#8217;ve tipped my hand in this respect in the preceding sections, but never mind. Quite often, as GMs, we are confronted with game systems in which most of the mechanics work just fine, but there is one part of the system that just doesn&#8217;t work as well as we would like it to in some respect. The most frequent response is to graft in some rules from another game system that <em>does<\/em> handle that aspect of the mechanics in a more satisfactory manner.<\/p>\n<p>This process of selective infusions of other game systems has been going on for as long as I&#8217;ve been a gamer. One of the earliest examples that I remember encountering was an AD&#038;D campaign in which the magic system was replaced with the one from TSR&#8217;s <em><a href=\"https:\/\/rpggeek.com\/rpg\/567\/empire-petal-throne\" target=\"_blank\">Empire Of The Petal Throne<\/a><\/em>, but I have no doubt that the practice predated that exposure to it, and it continues to this day &#8211; I use a board game (Blue Max) for superhero dogfights.<\/p>\n<p>The theory is that, instead of writing your own House Rules, you adopt a subset of the rules provided by an author who has far greater expertise and experience at game design than you. There are four principle reasons why one game systems mechanics might be preferred over the rules that are standard for your game system: Better Mechanics, Faster Mechanics, Better Simulation, or a Better Realization of the game physics and campaign concepts.<\/p>\n<h6>Justification #1: Better Mechanics<\/h6>\n<p>There has never been a game system or game supplement published that at least one GM didn&#8217;t think was partially &#8220;broken&#8221; for whatever reason. I find the spells in the <em>Book Of Exalted Deeds<\/em> and <em>Book Of Vile Darkness<\/em> to be seriously overpowered for their spell levels, for example. When the problem area is an expansion of some sort, the simple answer is to exclude them from your campaign. But sometimes, the part of the mechanics that simply doesn&#8217;t work (in the GM&#8217;s opinion) is part of the &#8220;Core Rules&#8221;, and not so easily dismissed &#8211; it represents a necessary part of the game system.<\/p>\n<p>If something is needed to describe the mechanics by which game task X is performed, and what is official doesn&#8217;t work (in the GM&#8217;s opinion) &#8211; for example, the Grappling subsystem of 3.x is frequently criticized &#8211; the simplest answer is often to grab a set of rules that <em>do<\/em> satisfy in that department and infuse your chosen game system with an adaption of those mechanics.<\/p>\n<h6>Justification #2: Faster Mechanics<\/h6>\n<p>Some rules subsystems take more time to determine an outcome than the GM considers warranted or acceptable. The simplest answer often appears to be the incorporation of an alternative subsystem from a different game system. This is exactly what I did with the variant Hero System used for my superhero game: combats were taking far too long, the cause was identified as the time system in place (which works fine at lower character levels, but falls apart when characters get to act too often).<\/p>\n<h6>Justification #3: Better Simulation<\/h6>\n<p>Sometimes, a campaign is expected to emphasize a particular activity, and the GM wants a more sophisticated handling of that subsystem than is incorporated within the official mechanics. For example, if you have a Pathfinder campaign that is going to center on the concepts of death and undeath, you might want something more substantial than the basic &#8220;turning undead&#8221; system incorporated. You could try writing something yourself (probably based on the concept of &#8220;Turn Resistance&#8221; and based on &#8220;Spell Resistance&#8221;), or you might pull out a game that has the undead as a central element and infuse your rules with selected graftings.<\/p>\n<p>Or perhaps Dueling with epees is going to be a common activity, and you want something that goes into more detail than the basic &#8220;roll to hit&#8221; of you game system.<\/p>\n<p>Either way, the premise is the same: &#8220;this activity is going to be important and more frequent within my campaign than in most, so I want more detailed resolution mechanics or a better simulation (i,e. less abstract) of what happens in the real world, than is currently provided.&#8221;<\/p>\n<h6>Justification #4: A More Perfect World<\/h6>\n<p>The final justification is that an alternative set of game mechanics will more accurately describe part of the game world that you envisage. This is the reason that the GM in question offered back in &#8217;81 when he infused AD&#038;D with EOPT &#8211; his concept of the world was that all magic was really Psionics mislabeled, that it was far more realistic in terms of the physics of what could be achieved, and that Empire Of The Petal Throne ticked both of those boxes for him. In later years, he would continue with this concept, but the source system would vary from time to time.<\/p>\n<p>Or perhaps you want to run a Pulp campaign set in the Babylon-5 universe &#8211; and want to add the ship-building and FTL rules from the Babylon-5 RPG to Pulp Hero in order to achieve this.<\/p>\n<p>The possibilities, and diversity of combinations &#8211; even just taking them two at a time &#8211; are practically infinite, and increase exponentially with every new game system published.<\/p>\n<h5>Problems &#038; Conundrums<\/h5>\n<p>All of these reasons are valid justifications for fusing one game system with another, and they all represent positives &#8211; if you get all your decisions right. Get them wrong, and you&#8217;re in deep trouble, of course. Choosing the wrong base system. Choosing the wrong source system to infuse into that base system. Not marrying the two together seamlessly. Choosing the wrong subsystems to integrate, or missing a game subsystem that you need to incorporate from source into base. There&#8217;s plenty of scope for total disaster.<\/p>\n<p>But even if you get everything right, there are dangerous pitfalls and vexing conundrums to be faced.<\/p>\n<h6>Clash Of The Game Physics<\/h6>\n<p>There are always combinations that sound great on paper, but just don&#8217;t work very well in practice. In terms of the subject under discussion, that usually comes down to a clash within the game physics. Rules System A is strongly cohesive and has a consistent &#8220;flavor&#8221; at the game table; the infusions from Rules System B, unless you can somehow incorporate a matching &#8220;flavor&#8221; &#8211; or even something that&#8217;s complimentary &#8211; can simply feel tacked on. Or Game System A assumes that something is important, while Game System B assumes that it is not; so that some of the mechanics of play feel like wasted effort.<\/p>\n<p>Even worse can occur because there are fundamental differences in the game physics that each system assumes to be in place. An example might be incorporating AD&#038;D magic items into a Star Trek campaign as a way of simulating the benefits of advanced technology. While superficially, this might seem like a reasonable approach, the fact is that those magic items will interface with a whole bunch of rules subsystems that assume magic doesn&#8217;t work; and, furthermore, the inconsistencies and limitations of the magic items that are tolerable, even positives, when dealing with a neo-medieval society&#8217;s craftsmanship and limited understanding of the working principles behind their creation, these simple become intolerable silliness in a Science Fiction environment. There&#8217;s no scope for these flaws in a Star Trek game when the results are supposed to reflect a matured understanding of science and engineering.<\/p>\n<h6>Updates to Game Systems<\/h6>\n<p>But, let&#8217;s say that you have chosen rather more astutely and wrought a combination that works just fine. And six months into the campaign, one of the two game systems publishes an updated edition. <em>Do you update the rules that you are using?<\/em><\/p>\n<p>There&#8217;s a precarious balance between the base game system and your infused rules; such an updating can upset that balance, even though &#8211; on paper, and in a &#8220;pure&#8221; form of the game, the new rules are faster and &#8220;better&#8221; than the ones you have been using.<\/p>\n<p>Failing to upgrade risks distancing yourself from players of that game system, making your campaign less acceptable. What&#8217;s more, if the rules upgrade is a definite improvement, fixing all sorts of problems from the older rules, players may come to see the rules you have infused as clunky and frustrating, or coarse, inelegant, and unrefined, or simply thin and weak. <em>Even without adopting the upgrade, the new edition can destabilize the harmony you have established.<\/em><\/p>\n<h3>A Tool For The Expert<\/h3>\n<p>A Game Physics is a tool in the GM&#8217;s armory that can elevate a campaign to unparalleled heights in expert hands &#8211; but it can also be savage if misused. It&#8217;s not at all like real-world physics; it&#8217;s an abstract statement of principles and theory that can be contradictory and willful. Applied properly, it enables comprehensive customization of a game&#8217;s supporting mechanics to render an environment uniquely suited to the campaign being created; applied improperly or haphazardly, and it can be a campaign&#8217;s undoing.<\/p>\n<p>Like some powerful genie in a magic lamp, it is so powerful a tool that every GM must at least acquire a working understanding of its essentials and the techniques of applying them, or be permanently less effective at the game table as they otherwise <em>could<\/em> be; but like the Monkey&#8217;s Paw, beware of its hidden sting, for it can hamstring the campaign in ways you have not yet begun to dream. Playing with the game physics entails thought experiments and creativity in it&#8217;s most pure of forms; incredibly satisfying and bags of fun, and occasionally just exasperating enough to keep things challenging. But it&#8217;s also playing with fire.<\/p>\n<p>Sadly, there is only one real way to master the intricacies that it represents other than through hard and often unforgiving experience. The key to success is building up from the simplest manifestation &#8211; justifying a house rule that makes sense in light of the campaign and the game world within it, using that rule to validate such a house rule, exploring the ramifications and learning what works and what doesn&#8217;t &#8211; something that (to some extent) will be different in every individual campaign.<\/p>\n<blockquote><p>\nI still can&#8217;t tell whether this will be a three- or four-part series &#8211; I&#8217;m aiming for three if possible but there&#8217;s a lot of ground still to be covered, and I&#8217;m adding more even as I write this, which argues that four is more likely! We&#8217;ll just have to see what happens, together! Next up: Game Physics and Plot!\n<\/p><\/blockquote>\n","protected":false},"excerpt":{"rendered":"<div class=\"pps-series-post-details pps-series-post-details-variant-classic pps-series-post-details-54589 pps-series-meta-excerpt\" data-series-id=\"269\"><div class=\"pps-series-meta-content\"><div class=\"pps-series-meta-text\">This entry is part 2 of 4 in the series <a href=\"https:\/\/www.campaignmastery.com\/blog\/series\/plunging-into-game-physics\/\">Plunging into Game Physics<\/a><\/div><\/div><\/div><p>As you can see from the title, this is part 2 of a series looking at the underlying principles and applications of Game Physics. The first part looked at exactly what the term meant, and found that it needed quite a lot of definition because it could be used to mean any of several different [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false},"version":2}},"categories":[65,67,68,83,158,159,70,32,125,74,91,85,93,87,86,97,81],"tags":[98,107,155,109,117,121,284,218,136,137,144,223],"series":[269],"class_list":["post-15637","post","type-post","status-publish","format-standard","hentry","category-campaign-creation","category-dnd","category-dnd-3e","category-fantasy-games","category-one-faith","category-seeds-of-empire","category-gm-ing","category-game-philosophy","category-house-rules","category-mike","category-plans-and-prep","category-pulp-games","category-rules","category-sf-games","category-superhero-games","category-world-design","category-zenith3","tag-3x","tag-campaign-setting","tag-dd","tag-dm-advice","tag-game-mechanics","tag-herosystem","tag-house-rules","tag-pathfinder","tag-philosophy","tag-plausibility","tag-rpg-theory","tag-sci-fi","series-plunging-into-game-physics"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/p1toiD-44d","jetpack_sharing_enabled":true,"jetpack-related-posts":[],"jetpack_likes_enabled":true,"_links":{"self":[{"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/posts\/15637"}],"collection":[{"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/comments?post=15637"}],"version-history":[{"count":3,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/posts\/15637\/revisions"}],"predecessor-version":[{"id":15641,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/posts\/15637\/revisions\/15641"}],"wp:attachment":[{"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/media?parent=15637"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/categories?post=15637"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/tags?post=15637"},{"taxonomy":"series","embeddable":true,"href":"https:\/\/www.campaignmastery.com\/blog\/wp-json\/wp\/v2\/series?post=15637"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}