Game Ideas Unlimited: Fortuitous
March 25, 2005 in Articles

I was getting close to the wire here. The deadlines for several articles in this series had come upon me swiftly, and I was pulling together articles at the last minute. I was starting to worry about whether I was going to fall behind, and not have an article ready. It’s not that I don’t have ideas. There are notes for twenty articles sitting here. It’s just that they require time and effort and thought to shift them from being notes to being articles, and they were eluding me. There are so many other demands on my time, getting these articles finished was becoming a problem. What could I write next, within the time constraints I had?
The oldest of the ideas, that is, the one that’s been on the list so long it now holds the number one position, is one about different types of intelligence. Years ago when I wrote the article Sentience I said would eventually get back to a consideration of various types of intelligence, and shortly thereafter someone forwarded me the name of Howard Gardner, whose theories are fundamental in this area. From then, about three and a half years ago, until now I have been putting that idea on the back burner, knowing that it would require me to do some research.
This week, as I was chasing down e-mail and otherwise trying to keep up on the daily tasks, I came upon a link to an article specifically about Gardner’s ideas, a sort of analysis of intelligence for dummies which summarized more than I would need to know to write an article on the subject. How fortuitous, I thought. I can write that article.
This is not that article.
Every once in a while that thing you needed just drops into your lap–like this article about Gardner’s theories on intelligence. I knew I needed this information, but I kept putting off any effort to find it. Something in the back of my mind said that if I entered Gardner and intelligence into a search engine, I would probably get a lot of interesting but not terribly useful returns connected to Scientific American’s mathematical games editor Martin Gardner. I knew that references to Gardner’s theories themselves would be abundant, but not necessarily useful. Finding something that gave me the basic information I needed in an easily digested format threatened to be a daunting task which I was not particularly eager to undertake. Then abruptly there it was, just as I was feeling the pinch and thinking I would have to bite the bullet and do the (gasp) research, an article on point summarizing everything I needed in a very short space.
My inclination is to acknowledge the grace of God in this, that He would provide what I need when I need it. I am aware that people who do not believe that God intervenes on their behalf also have such fortuitous events in their lives, and attribute these serendipitous happenings to chance. This doesn’t prove that God is not involved in such bright moments, but it does make it more difficult to prove that He is.
More to the point, whether you believe God has a hand in the good things that happen or not, the fact remains that good things do happen, and sometimes they are surprisingly positive moments. I have a friend who has on five separate occasions found a one hundred dollar bill lying on the ground in the middle of nowhere. (He also managed to buy five mint condition original Dungeons & Dragons™ Deities & Demigods™ books for a couple bucks apiece at different yard sales, so apparently such fortune lands in his lap fairly regularly.) It is possible that something fortunate might happen at any moment.
The question then is how to make such things happen in games. There are a number of techniques that work well.
The one I prefer is the roll of the dice. In Multiverser we call it a general effects (usually abbreviated GE) roll. Referees toss the dice (or sometimes ask the players to do so) when they want to know how well (or ill) things are going. On the extreme good side, all kinds of remarkable coincidences can happen. What I like about the die method is that it can be inherently balanced, with a spectrum that has an extreme bad end also. That way the player has the chance of fabulous good fortune balanced by the risk of terribly bad. Among the advantages of this is that you don’t need any means of determining how many good things happen over what period of play. Every time you roll the dice, it is self-balancing. If you roll it once in a six hour game night, it might be something good or something bad. If you roll it sixty times in an hour, you’re going to have a few wonderful outcomes and a few horrible ones. You don’t need to regulate how often the player has the chance of something good happening, because it’s always equal to his chance of something bad happening.
Another technique is a resource system. With this, player characters are permitted to spend a point of whatever resource they have to make something positive happen. Legends of Alyria uses a system of this sort, as players can accrue positive and negative virtue points, and can spend these to override the resolution mechanic, not exactly to make things go the way the character wants but rather to make things turn out for good or bad more generally. A resource system must have balance built into it, such that the players replenish the resource at a rate appropriate to the course of play. It remains to be seen just how well Alyria‘s subjective virtue points replenishment system will mesh with the power of these points in play.
Some of the newer games use resolution interpretation systems, in which the player is given the power to narrate an outcome which fits the resolution system’s determination of whether it is a success or a failure but at the same time may seriously color the situation in the player’s favor. Such systems are most effective in games in which the object is to create a story, and no character or player interests in winning or losing are at stake. They require that the players understand and embrace the notion that they must create their own complications. However, there is something appealing about a system in which the two possible outcomes of a die roll are, one, that the character succeeded categorically and, two, that the character’s success is marred by some problem that arose from it.
In the film version of The Phantom, at one point the narrator comments to the effect that every movie is permitted one incredible coincidence, and that this highly improbable event that was about to happen in the story was to be excused on that basis. I don’t know that the film did not have several other remarkable coincidences, but it seems that great stories often do, and enabling such events in play can enhance the game greatly, particularly if the players have some influence over what happens and when.
It is clear that life often affords us these positive moments, these quirks of circumstance in which something quite necessary drops into our laps. Having some way for this to be realized in play adds much to the fun.
Next week, something different.
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M. Joseph Young is co-author of Multiverser and Vice President for Development at Valdron Inc. His many contributions to online literature are indexed for convenience, and he looks forward to discussing these things by e-mail or on our Gaming Outpost forums.