Hello World,
Fantasy Heartbreaker. A term you may or may not have heard
in tabletop RPG design. This term often refers to a system in which the author
draws heavy influence from an already established RPG, most notably dungeons
& dragons or Pathfinder. While as a concept it isn't necessarily bad, it is
often loathed by the designer community as a whole. This is because designers
see a nugget of innovation and new ideas at the center of these systems, but
they are hidden behind walls of unnecessary or inappropriate rules. These
additional layers convolute the game and draw focus away from what the game
does really well. Designers and gamers see the great potential that the system
had, but through poor execution and lack of diverse playtesting the game comes
off as a cheap knock off. This is why it
is referred to as a heartbreaker, because it breaks the hearts of those who
read it.
You may be thinking to yourself that if these rules and
mechanics only hinder the game, why would any designer put them in their game
to begin with? Well the answer is simple, because the design hasn’t played
enough. They have this preconceived notion that in order for an RPG to be an
RPG its needs all the standard things we see in games like DnD. Weapon and
armor tables, fall damage, lists of traps and monsters, levels, attack and
damage bonuses, ect. When in actuality a game requires none of these to be a
game. If you’re making a game that tries to capture the tension and intensity
of a courtroom, then a system in which you roll 1d20+skill may not be the best
way to go. In this courtroom system it may be better to make the major
modifiers the actual arguments and evidence that the players bring forward. Or
possibly have no rolls at all, as players debate their case, have the GM keep
track of the jury’s stance. Every time a compelling piece of evidence comes up,
have 1 jury member sway in favor of the players. I could go on all day like
this, but rather than bore you with this fictional court room system I will get
to my point. There is no one way to make a game work. There are many different ways to tackle the
same problem in any design scenario. I encourage designers to go out there and
play, read and learn as many systems as they can get their hands on. The larger
the breadth of knowledge you have and the more resources you have to draw from.
The better off your game will be.
Another type of Fantasy heartbreak, comes from one of the
biggest traps new game designers fall into. Improving an already existing game.
A lot of people who try their hand at game design start with the lofty goal of
trying to improve upon their favorite system. I am sure you have seen this
type of system before with promises of “Pathfinder with a more diverse and flexible
magic system” or “D&D without being bogged down with all the number
crunching”. At their heart these designs may have good ideas, but by being
grounded in an already existing system it doesn't play at its best and feels
like a Frankenstein of mechanics. If the designer instead chose to grow their
system around its core concept the system could have been designed to deliver
that experience in the best possible way.
Truth be told this is a subject that is very personal to me
as I am currently struggling with it for my own system. I have a core concept which
I think is very interesting and novel, but because of my inexperience I am
unable to find the best way to execute it. Rather than going further and
releasing a system that I am unhappy with, I have decided to take a good hard
look at what I have and understand how every mechanic helps deliver the game
that I want people to play. By taking this step back and looking at how to best deliver on my core aesthetic I was able to cut away rules which were only in the game because I had seen them in other systems. This has caused me to cut a chunk of the mechanics
from my game. Now missing some key components I look to play, read as many
systems as possible. Hunting for that spark of inspiration that will make me
think about my problems from a different perspective.
Edit: Troy Costisick wrote a great article on what to do if you game is becoming a Fantasy Heart Breaker. If you are interested you can find that article HERE
Edit: Troy Costisick wrote a great article on what to do if you game is becoming a Fantasy Heart Breaker. If you are interested you can find that article HERE
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Thanks for reading.
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