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Exilian Articles / The Power of Rules
« on: September 29, 2017, 10:58:10 PM »
The Power of Rules
By Richard Buxton (rbuxton)



Should dragons obey the rules? Art from DeviantArt member Soulsplosion.
When I was young I met a girl who, like me, enjoyed writing fantasy stories. “Fantasy is very exciting,” she declared, “You can put a dragon over here, a wizard in his tower over there. Anything can happen.” I, in my cynical, childish way, disagreed. What was so creative, I wondered, about mashing up a load of fantasy clichés and seeing what came out? To me, the really exciting fantasy worlds were those where only certain things could happen. Where the laws of nature, though different to those of our own world, could be used to create all sorts of interesting characters and storylines. Even at that age I saw an irony here: was it possible that true creativity required rigid rules?

Some years later, I started work on my Demons saga, a trilogy of fantasy video games. The project never made to the screen, but it nevertheless kept my brain occupied on long car journeys. At the start of the story the hero, Dannial, has his soul forcibly removed. This comes to the attention of three warring demonic races, who all vie to fill Dannial with their own essence, thus turning him into one of their own.

Why am I using this half-baked project as an example? After sketching the plots of the first two instalments of the trilogy, I decided to think in more depth about the laws of nature of the universe I was creating. Why could some beings use magic, and others not? Why was each demon homeworld distinct? What was so important about a human’s soul anyway? When I had made these decisions, an interesting thing happened: the third instalment wrote itself. The characters, their limitations and their access to sources of magic were so clear in my mind that I could weave them together with ease. I was very pleased with this but, when I looked back at the first two parts of the trilogy, I found that their plotlines no longer made scientific sense. If only I had created my rules at the start of the process!


An island on Ravnica. Fan art from DeviantArt member fooyee.
Let’s look at another example: Ravnica, my favourite world from the card game Magic the Gathering. Ravnica consists of one giant city (think Coruscant, only fantastical) and is governed by ten independent guilds.  Like any of the Magic the Gathering worlds, all things in Ravnica can be defined by their relationship to the five “colours” of Mana, loosely comparable to the four elements of Earth, Air, Fire and Water. Each guild draws its power from precisely two colours of Mana, and its role in the governance of the city is defined by those colours.

The Izzet Guild, for example, is responsible for infrastructure and machinery, especially anything powered by steam. Its chosen colours, therefore, are Fire and Water. The guild’s members are maverick scientists and mages known for their dangerous experiments. The guild’s leader, meanwhile, is a knowledge-obsessed genius (a Water trait in the game) who also happens to be a dragon (Fire, duh). As you can see, the simple act of combining Fire and Water enabled the designers of Magic the Gathering to create a fascinating cast of characters and a whole aspect of Ravnica’s society, both of which could function within the confines of the game.

When playing a game, the audience explicitly interacts with the laws of nature through the game’s mechanics. The principle of following strict rules in fantasy, however, is equally applicable to other media. In books, for example, the laws are just as important, but, in general, only their noticeable effects end up in the narrative.

I believe that the empowering effect of rules is not limited to the creation of worlds. Picture two art lessons in a school (I work in education so apologies if this feels like a tangent). In one lesson, the teacher is strict and rigorously enforces the school rules; in the other, the children are ill-disciplined and their behaviour is poor. In which lesson are the children able to be more creative? Children, no matter what they tell you, crave (and flourish in) a stable environment. So my paradox appears once again: in order for children to be truly creative, they must be provided with rigid rules.

Hopefully I’ve convinced you that rules liberate, rather than restrict, a storyteller. Many storytellers would, of course, choose a different method of creating their world and, if this applies to you, I’d be interested to hear from you in the comments below. I am often accused (and justly so) of over-prescribing my rules, especially in my current “big” project: a board game in which players use the rules of the Greek myths to prove themselves the best god on Mount Olympus (you can read more about it here).

Thank you for reading, and please feel free to share any thoughts you have on this article!

122
Master of Olympus / Re: Play Photos
« on: September 27, 2017, 10:12:45 PM »
A guide would be very useful, thanks Jubal

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Master of Olympus / Re: Development Diary
« on: September 27, 2017, 10:06:05 PM »
At present the quests are simply a reward for achieving a certain milestone. The Song of Orpheus, for example, rewards a player who has a certain quantity of hero pieces on the board (5 in a two player game, fewer for multiplayer games). The nature of the game means they couldn't really be location-specific. I'm not happy with the current system though. They basically reward a player for doing things they otherwise have no intention of doing, so players aren't bothering. I'm working on a new version though.

Changing the quantity of victory points is a common piece of feedback. "Perhaps each player has one specific artefact on the board worth, for them, not one but two victory points". It's an option, and could possibly be implemented in the quests. The challenge there is that the boards are currently balanced based on available VP's, so they may need re-jigging.

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Master of Olympus / Re: What is Master of Olympus?
« on: September 27, 2017, 10:01:56 PM »
Thanks for the tip Jubal - yes the page is a bit sparse at the moment but I'm gradually adding things when I get the time. I think the game needs a proper "overview" document.

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Master of Olympus / Re: Play Photos
« on: September 27, 2017, 09:59:15 PM »
Red and Yellow vie for control of Crete.

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Master of Olympus / Re: Play Photos
« on: September 27, 2017, 09:58:35 PM »
Five players.

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Master of Olympus / Re: Play Photos
« on: September 27, 2017, 09:57:47 PM »
Maneuvering to capture Athens.

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Master of Olympus / Play Photos
« on: September 27, 2017, 09:56:58 PM »
A selection largely from my phone so the quality is not great at present, again this will hopefully improve!

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Master of Olympus / Re: Rules and Mechanics
« on: September 27, 2017, 09:52:35 PM »
One of the figures from the manual - uploaded separately due to its large size. It corresponds to Figure 3 in the uploaded manual.

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Master of Olympus / Re: Rules and Mechanics
« on: September 27, 2017, 09:50:19 PM »
This is the current rulebook, though it is quite out of date and very rough. I used for the text Lyx (https://www.lyx.org/ and Inkscape for the figures (https://inkscape.org/en/). I have uploaded it in MS word format so the formatting is not great, I will try to address this in future.


131
Master of Olympus / Rules and Mechanics
« on: September 27, 2017, 09:14:11 PM »
A place where I will keep details of gameplay and update the rulebook.

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Master of Olympus / Development Diary
« on: September 24, 2017, 03:27:51 PM »
Updates about the project are posted here - please feel free to leave comments, questions or suggestions.

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Master of Olympus / What is Master of Olympus?
« on: September 24, 2017, 03:22:09 PM »
Master of Olympus is a board game which, if all goes well, I will self-publish in 2018. Players take on the role of Greek Gods and use heroes, armies and creatures to collect artefacts and conquer cities. The ancient world is represented by a hexagonal grid, and all players take their turns simultaneously as they fight to control strategic areas.

Master of Olympus was inspired by films about the Greek myths, which often include scenes where the Gods are sitting on Mount Olympus and watching the story unfold. The Gods see the story and its characters as a board game.

Find out more about how the game has evolved here: https://masterofolympus.wordpress.com/2017/05/02/first-blog-post/.

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Exilian Articles / Re: Making Games: The First Steps
« on: September 04, 2017, 08:15:57 PM »
Interesting read, thanks Daniel. I like your comparison to learning a language, including the fact that you had to learn from your mistakes. I've had similar experiences making board games, and as a result I've picked up a lot of skills, such as using graphic design software, I wouldn't otherwise have touched. Have you found the skills you have picked up through your work on Innkeep to be transferable?

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