Tuesday, 29 September 2020

Power Inflation in RPGs

For a few years my group had some fun playing a few games of  Godbound, a demigod OSR RPG. It was a game letting you play level 20 D&D characters and beyond pretty much off the bat, but with much streamlined rules. It was pretty fun at first, but since the game is very much focused on combat, you could notice a problem that in other games might've been obscured by complex mechanics - Godbound had a Power Inflation problem.

Basically, in Godbound and probably most RPGs, your character will grow in power as they gain XP, gather loot and so on. Their HP, damage output, etc. will increase and you will feel good because "bigger numbers are more better". However, at the same time, the game has to compensate for the extra power you gained. Now fighting low-level enemies feels too easy, so the GM has to throw bigger and meaner things at you, with more HP and higher damage output to challenge you. If you haven't noticed, nothing has changed with the level up - your numbers have increased, but enemy numbers have also increased, you still take a comparable amount of hits / turns to kill them, but now the numbers are bigger. This is basically Inflation, as you have entered a treadmill where you run in place...

Arms race ruining fun


Another aspect of the Power Inflation that might be even more explicitly worse would be an arms race between the players and the GM. Basically, if you have a rather open-ended character creation system that's vast enough, you can find some really broken combinations of spells, abilities or what have you that would let you punch way above your weight class. In response, the GM would have to throw even more challenging enemies at you, or possibly also resort to using some dirty tricks, broken combos or some other shenanigans to keep up "to challenge the party". This path pretty much leads to frustration if left unchecked:

"Narrated D&D Story:
How I Accidentally Triggered A Cold War
Between The Dungeon Master And The Party"

Basically, RPGs are supposed to be a collaborative storytelling tools that help both the GM and the players tell interesting stories, not a war gaming competition to see who can be the strongest. Sure, if that's the group's jam, go for it, but more often than not it's one or two players powergaming, while others might be left behind the power curve, making balancing combat harder than it would usually be. This is not to mention how much enjoyment players that aren't combat-focused would get out of sessions like these, or being told that they can't even hit the enemies.

One way or the other, it circles back to the same Power Inflation problem - combat gets too easy or too complicated, the other side of the table compensates and we're back to square one - combat taking X amount of hits / turns, except the numbers are bigger and the process is more complex. If one side overcompensates, then you have to get back to balancing things. This can get especially problematic when you have unstable combat systems (ones where it's hard to land the balance where you intend, often resulting in things being too easy or too hard).

Avoiding Power Inflation


Unfortunately, it's a bit hard to avoid Power Inflation in games.

Modules might sidestep the issue by giving you fixed enemies to encounter. This fixes the GM side of things to an extent, meaning it's up to the players to be the balancing factor - either doing some more prepwork if the going gets tough, or taking on a bigger challenge if things get too easy. If someone brings an OP build, they are ruining their own fun, which might not be that big of an issue. That being said, this assumes the module is well-balanced, which is a big problem in itself (although you'd expect some hard balancing work being done by the authors that were paid to make these, but that might be a pipe dream in the industry...).

Shorter games might not suffer from this issue as much, because the Inflation doesn't have time to set in, but this mostly avoids the issue by not engaging in character progression.

Similarly, there are games out there that have really slow progression system, like Star Trek Adventures. In that example you start as a fully capable characters on the level as Picard or Spock and you only get to directly increase your attributes every 6+ sessions. Even those increases are not that big, meaning the Power Inflation from levelling is glacial, and since you're expected to have a roster of secondary characters to use on adventures, the GM can expect the player characters to be competent and play their enemies accordingly.

This sort of approach practically means you don't level your character. You can shift their attributes and other things about them about more, but that's mostly it. Some games like Fellowship or other Powered by the Apocalypse also don't see much in the vein of character's power growth over the course of the game.

What else could be out there?


While the previously mentioned are about the only ways I've seen games avoid Power Inflation, but one could think of a few more that I haven't encountered in the wild.

You could have a game that's about players creating their own encounters in the spirit of Monster Hunter and "lets grind this for resources". This way it's up to the players to pick their own battles, prepare for them, get the rewards they want and so on. Add some time pressure in the vein of Kingdom Death: Monster and you have pressure on players to optimise getting as much from any given encounter as they can, so they are incentivised to push themselves to the limit and battle the meanest set of enemies they can survive. It would probably make the game very focused on that one loop unfortunately, and you're basically reinventing Kingdom Death:Monster...

A different approach would be to move the Power Inflation focus away from stats and onto a "scale factor". So say, a rookie warrior would be fighting with "+2 to hit Scale 1" and fighting "Scale 1 rats", resolve things as normal. Eventually they level up but instead of increasing their to-hit, you bump their Scale up. Eventually you are a veteran warrior with "+2 to hit Scale 10" and fighting "Scale 10 demon". If you want some growth, you could reset the "+x" each time you go up a Scale and then focus on buying it back.

This perhaps makes the Power Inflation very explicit, but allows game designers to laser-focus on refining the engagement at any Scale, because the Scale is only a set dressing. You could perhaps compare this to something like Dragonball - after awhile, the character power level is meaningless, but every arc you find a new villain that's stronger than the heroes, and then you have to train to get strong enough to beat them, etc. Everything is cyclical, you just move the reference power level sliding scale higher and higher to always have the characters in view. Every now and then show the players how weak lower Scale enemies are and introduce a big bad that's a higher Scale than them to show them they have a new challenge to beat and you have something to work with...

Of course, this might get into the criticism I sometimes hear about universal RPGs, where there isn't a difference between two snails fighting and two gods fighting, everything's still the same mechanically. You want those to feel different, but how you do that without over-complicating the mechanics and over-inflating the numbers...

Conclusions


Power Inflation in RPGs is a tricky problem to handle. On one hand, you expect your character to grow over the course of the game and become more capable, but on the other hand, you always want to be challenged on your adventures, so the enemies have to grow alongside you. Even if you over-focus on something to be the best at it, the GM only has to compensate harder to give you the challenge when it's needed.

It's hard to address the issue of Power Inflation without removing character advancement in its entirety, or making it really flat. Ideally, you'd have a system that deals with the issue and gives the GM the tools to balance things for their party, but that might be easier said than done...

Friday, 18 September 2020

Problem of Crafting solving every problem

Technology and the industrial revolution have been an unprecedented boon to the global standard of living. With them, we escaped the Malthusian trap and have achieved things that were inconceivable before. However, what would applying a similar scale of progress do in an RPG?


In our Princes of the Universe Exalted game we explored a high-scale, high-power game that involved a character that hyper-specialised in Crafting. By mid-Season 2, they were able to create basically a post-scarcity utopia city in the middle of the desert, complete with climate control, automatic food dispensers, crafting facilities, Big Brother-style AI, etc. Basically, everyone could live your entire life there in luxury and not have to lift a finger, everything was provided for them. Things only escalated from there.


After awhile a lot of problems could just be hand waved away with Crafting. Resource shortages? Throw automated mining at a mountain. Food problems? Automated farms. Money problems? Start selling perfectly crafted luxury items and dominate each and every market out there. Military problems? Create automated drones, power armour, a fleet of airships, etc.


While in Exalted if you wanted to focus on the minutia of Crafting it would boil down to a lot of rolling, in systems like Godbound (which Princes of Universe eventually adopted) such large-scale changes are ingrained into its Dominion system. Heck, in vanilla Godbound you can even make new worshippers to boost yourself even further...


Solving every problem


But back to the topic at hand. Just like technology has solved basically every problem that plagued our civilisations in the past, so too can high-end Crafting solve pretty much every problem a system might have. This is pretty similar to the Quadratic Wizards Problem (where in games like D&D warriors' powers grow linearly, while wizards' power grows quadratically and inevitably they dominate everything) - if there is no balancing factor, Crafting can make anyone else obsolete. A warrior might train a hundred elite monks, but a Crafter might bring a machine gun to a knife fight.


Moreover, if anything can be solved with Crafting, you can run into the Paradox of Plenty - if you don't need people to extract natural resources, till the fields, make things, etc., what good are they?


Sure, you can have them create art, engage in science and philosophy and do everything else that's not manual labour. That can work if you don't push automation too far, but I'm yet to see an RPG where the art output of a nation would be a factor (sounds like a pretty neat concept).


In the end the only thing that's the limit is the setting. In Exalted, pretty much the only thing you couldn't automate was prayers - you needed actual souls for those to work. This was ultimately the use for humans in our game - to generate worship for the demigod player characters.


It takes something from the man


While in real life having a post-scarcity fully automation powered society would be an undeniable good, in RPGs it can "take something from the man" (or the setting) so to say. It takes away a lot of the strife from the setting - you don't have to choose whether sending people to war would mean your civilisation would starve if they didn't return for the harvest, or whether to farm cash crops to pay for a civic project, or food crops to feed the populous. If a single character can solve any problem with Crafting / technology, characters that are not Crafting-focused feel inferior in comparison, and if Crafting can start making other player characters obsolete, the game can just feel bad to play.


This touches on the idea of hard magic systems, where while magic can be awesome, it also needs to have some limits, and it's those limits that make the magic system interesting.


For example, in Godbound, a lot of the high-end Artefact creation requires the use of Celestial Shards, parts of the Engines that run reality. Obtaining them is always an ordeal, and using them essentially always means you are letting the broken world stay broken rather than try fixing it. Similarly, every player character has access to the same ability to change the world with Dominion even if they are not a Crafter, so you don't feel like you're that lesser at fixing problems with your powers.


Technology as corruption


In most games, especially scifi ones, players will almost never not want to get their hands on some cool gadgets, shiny toys or useful gear. Whether that's through looting places or making their own if they can, they will want to get some tech. However, some settings have introduced a counterbalance to the wonders of technology.


The Fading Suns universe is built on the remains of a post scarcity corporate techno utopia. However, the current setting is a space feudal empire built around the Universal Church, whose central doctrine is that technology makes your soul impure and leads to the stars fading. While PCs will fall under the various factions that are given indulgences to use technology for the good of the people (an inquisitor using a spaceship will save more souls than it they couldn't use a spaceship for example), a lot of the setting will carry a stigma attached to the excessive use of technology. So while you could build be more machine than man and run robotic farms, you will be shunned by the peasants you displaced and the church might extradite you all the while keeping a close eye on what other heresy you might be committing.


This kind of thing would of course require some buy-in from the players and a balanced touch from the GM not to be a party pooper, but it can provide an excuse why you can't just rely on technology to solve all your problems in the setting.


Modern thinking


Another interesting topic relating to Crafting and technology solving a lot of problems is that it is a very modern way of thinking. We know where technological progress leads, so we may want our characters to start pushing the setting towards modernity by inventing / reinventing even such simple concepts as basic sanitation or an assembly line. However, we have to remember that sometimes it took forever for new technologies to be created. The first steam engine was first described in the 1st century AD, but it still took 17 centuries for the Industrial Revolution to start. It's fine to work within what the setting is and not having to push it to modernity.


Conclusions


If taken to extremes, Crafting, innovation and technology in RPGs can be setting-changing. On one hand that can be a pretty awesome feeling of bringing a world from the dark ages to a post-scarcity society as a result of one's character's actions, but on the other hand it can detract from the game if people wanted to engage in the sword and sandal fantasy rather than going into scifi territories. 


You can try addressing the problem by choosing a system that balanced Crafting vs other professions or sets some limits on what is possible. Alternatively, you can actively try avoiding the problem by choosing not to have a focused Crafter in your game (we did that with The Living Years, where it was the more challenging way to play, and our motto almost became "if we only took Artifice...").


Like with anything, it's good to talk about your game's vision before the game starts. If you want to turn the setting from fantasy to scifi and people are onboard, go for it. If a game starts getting exponential and snowballing because of Crafting or something similar and you don't want to do that, you can ask people not to do that, etc.


Winning the game in Session 0 with Learning and Teaching...