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        <title>RPG Design Patterns pattern</title>
        <description></description>
        <link>http://rpg-design-patterns.speedykitty.com/</link>
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            <title>RPG Design Patterns</title>
            <link>http://rpg-design-patterns.speedykitty.com/</link>
        </image>
        <item>
            <title>pattern:alignment</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:alignment</link>
            <description>Intent

Differentiate characters by segregating them into different categories that define how
in-game events affect them physically. Characters can also be distinguished by limiting
their abilities based on these same categories.

Also Known As

Not applicable.</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:54 -0400</pubDate>
        </item>
        <item>
            <title>pattern:anonymous_rule</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:anonymous_rule</link>
            <description>Intent

Hide game complexity and save paper or formatting space by incorporating rules of
little importance within the text of more important rules.

Also Known As

Not applicable.

Related Patterns

Modularity

Motivation

An Anonymous Rule is a rule buried in the text of another rule or game entity. Such
rules lack names of their own, and so are “anonymous.” This does not describe the
process whereby two or more rules are simplified through the creation of a single, more
general rule. Rather, …</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:45 -0400</pubDate>
        </item>
        <item>
            <title>pattern:attendance_reward</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:attendance_reward</link>
            <description>Intent

Provide players with incentives that reward them for showing up to gaming sessions.

Also Known As
E.P., X.P., EXP, Character Points, Development Points

Related Patterns

Failure Reward, Idiom, Narrative Reward, Success Reward

Motivation

The Attendance Reward pattern is a means of rewarding players for attending gaming
sessions. The idea is to encourage player participation and help ensure everyone shows
up. A game follows the Attendance Reward pattern if it does the following:</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:42:10 -0400</pubDate>
        </item>
        <item>
            <title>pattern:attribute</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:attribute</link>
            <description>Intent

Provide a means to gauge universal character aspects within a game environment.

Also Known As


Ability, Stat

Related Patterns

Point-Spend Attribute, Random Attribute, Resource, Template, Trait

Motivation

In order to judge the key capabilities of a given player’s character within an imagined
world, games often give characters attributes, or stats. Attributes are specific, named
gauges usually associated with numbers that have a pre-determined meaning within the
game’s rule system (a…</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:42:14 -0400</pubDate>
        </item>
        <item>
            <title>pattern:class</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:class</link>
            <description>Intent

Provide a means to quickly assign a group of abilities to a character and, at the same
time, protect character niches to ensure each character plays a meaningful role within
the game.

Also Known As

Profession, Occupation

Related Patterns

Class Tree, Skill, Template</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:42:15 -0400</pubDate>
        </item>
        <item>
            <title>pattern:class_tree</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:class_tree</link>
            <description>Intent

Provide the niche-protection benefits of the Class pattern while allowing players
flexibility in customizing their characters along with the ability to gain new abilities as
game play progresses.

Also Known As

Class Path, Career Path, Life Path</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:50 -0400</pubDate>
        </item>
        <item>
            <title>pattern:conflicted_gauge</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:conflicted_gauge</link>
            <description>Intent

Provide a gauge that aids a character sometimes and hinders him at other times. This
forces players to make difficult character defining decisions to balance various goals.

Also Known As

Not applicable

Related Patterns

Attribute, Gauge, Skill, Trait</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:42:07 -0400</pubDate>
        </item>
        <item>
            <title>pattern:contest_tree</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:contest_tree</link>
            <description>Intent

Provide a mechanical means to create rising tension within a game.

Also Known As

Escalating Conflict

Related Patterns

End Game, Generalized Contest, Last Man Standing, Negotiated Contest, Structured Story

Motivation

A Contest Tree is a high-level conflict resolution system made up of many contests
arranged in a hierarchical fashion. The results of lower level contests feed into and
affect the outcomes of higher level contests. Supposedly, players have an interest in the
outcome of …</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:39 -0400</pubDate>
        </item>
        <item>
            <title>pattern:currency</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:currency</link>
            <description>Intent

Provide a flow of mechanical influence between gauges in a game system.

Also Known As

Not applicable

Related Patterns

Gauge, Generalized Contest, Negotiated Contest

Motivation

Gauges derive their meaning from the relationships they have with each other.
Currency quantifies that meaning. Any two gauges that transfer mechanical influence
from one to the other demonstrate the Currency Design Pattern. The transfer usually
occurs by adding or subtracting one gauge value to or from anoth…</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:58 -0400</pubDate>
        </item>
        <item>
            <title>pattern:endgame</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:endgame</link>
            <description>Intent

Provide rules that drive a story or character toward an end state.

Also Known As

The End, Happily Ever After, Finis

Related Patterns

Hit Points, Structured Story

Motivation

The Endgame pattern borrows its name from a chess term. In chess, the endgame is a
phase characterized by the two opposing players having only their kings and one other
major piece and/or a few pawns. This stage of the game quickly builds to the climax of
checkmate or stalemate. Similarly, a role-playing game ma…</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:42 -0400</pubDate>
        </item>
        <item>
            <title>pattern:faction</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:faction</link>
            <description>Intent

Segregate characters into opposing groups to promote in-game conflict.

Also Known As

Clan, Code

Related Patterns

Alignment, Idiom

Motivation

A faction is a group or category to which characters belong. A faction may be
represented as an organization, such as a mob family or police department. Or, it may
be abstract, as is represented by the concepts of “good” and “evil.” What is important is
that factions adopt codes of conduct, either explicitly or implicitly, that come into
oppos…</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:41 -0400</pubDate>
        </item>
        <item>
            <title>pattern:failure_reward</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:failure_reward</link>
            <description>Intent

Decouple player success from character success.

Also Known As

Not Applicable

Related Patterns

Attendance Reward, Idiom, Narrative Reward, Success Reward

Motivation

The Failure Reward pattern awards players for character failure, whatever “failure”
means within a game’s context. A game follows the Failure Reward pattern if all of the
following apply:</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:42:09 -0400</pubDate>
        </item>
        <item>
            <title>pattern:game_master</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:game_master</link>
            <description>Intent

Assign a single player a special role with different responsibilities than other players,
commonly including acting as the final authority in disputes, playing NPC’s, describing
scenes, and any other tasks not otherwise covered by the game rules.</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:38 -0400</pubDate>
        </item>
        <item>
            <title>pattern:gauge</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:gauge</link>
            <description>Intent

Provide a concrete way for an abstract concept to have mechanical interactions with a
game system.

Also Known As

Not applicable

Related Patterns

Attribute, Currency, Resource, Skill, Trait

Motivation

Understanding gauges is vital to designing mechanical game systems. A Gauge is a
graduated value generally associated with a name. Commonly, the graduated values are
numbers, but this is not always the case. Gauges are introduced into role-playing games
in order to highlight some key g…</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:42:19 -0400</pubDate>
        </item>
        <item>
            <title>pattern:generalized_contest</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:generalized_contest</link>
            <description>Intent

Provide a mechanical means to resolve disputes where the possible set of outcomes is
negotiated in advance of a conflict’s introduction.

Also Known As

Task Resolution

Related Patterns

Contest Tree, Negotiated Contest

Motivation

The Generalized Contest design pattern structures contests is a way where the possible
set of outcomes is negotiated among the players before a conflict is even introduced.
Generalized Contests accomplish this goal by making available a set of allowable
acti…</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:42:16 -0400</pubDate>
        </item>
        <item>
            <title>pattern:gift</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:gift</link>
            <description>Intent

Provide a means for players to customize their characters with specialized, well-
documented abilities that do not improve in effectiveness as play progresses.

Also Known As

Feats, Talents

Related Patterns

Class, Skill, Trait

Motivation

Most role-playing games allow players to customize their characters with new abilities.
Sometimes, it makes sense to allow those abilities to improve over time. In other cases,
it makes more sense to simply bestow an ability upon a character as a we…</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:42:20 -0400</pubDate>
        </item>
        <item>
            <title>pattern:hit_points</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:hit_points</link>
            <description>Intent

Provide a resource to gauge when a character is incapacitated or dies.

Also Known As

Damage Capacity, Health, Life, Vitality

Related Patterns

Endgame, Resource, Trauma Gauge, Wound Trait

Motivation

Role-playing games originally evolved from various war games. As such, many of
them deal with combat and death. Such games require some means to determine when
a character becomes incapacitated or dies due to injuries. Hit Points are among the
earliest techniques devised to accomplish th…</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:55 -0400</pubDate>
        </item>
        <item>
            <title>pattern:idiom</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:idiom</link>
            <description>Intent

Provide players with a character aspect that mechanically rewards them for role-playing
a previously declared personality type.

Also Known As

Humanity, Path, Spiritual Attributes

Related Patterns

Alignment

Motivation

The Idiom pattern rewards players for accurate portrayal of a character’s persona. A
game follows the Idiom pattern if it does the following:</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:57 -0400</pubDate>
        </item>
        <item>
            <title>pattern:last_man_standing</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:last_man_standing</link>
            <description>Intent

Provide a Generalized Contest Tree to resolve which side attains victory in battle.

Also Known As

Not Applicable

Related Patterns

Contest Tree, Generalized Contest, Hit Points

Motivation

The Last Man Standing design pattern is one of the oldest, most traditional forms of
Generalized Contest Tree in existence. Its roots go all the way back to the pre-role-
playing era of war-gaming. The pattern’s intent is to provide a means to judge which
side of a battle is the victor. Even though…</description>
        <category>pattern</category>
            <pubDate>Tue, 12 Jan 2010 12:45:31 -0400</pubDate>
        </item>
        <item>
            <title>pattern:level</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:level</link>
            <description>Intent

Provide a rough gauge of a character’s survivability in a given environment and,
optionally, a number from which skill effectiveness is derived.

Also Known As

Not Applicable

Related Patterns

Class, Rank

Motivation

Any game that provides a number (or small set of numbers) to represent a character’s
overall level of “experience” or “power” follows the Level pattern. Of course, this
usually implies that a character’s power increases in some way as play progresses. At
the very least, t…</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:43 -0400</pubDate>
        </item>
        <item>
            <title>pattern:loose_coupling</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:loose_coupling</link>
            <description>Intent

Provide a means for one game concept to indirectly reference another game concept
without tying one directly to the other.

Also Known As
Not Applicable

Related Patterns

Class, Gift, Rank, Skill

Motivation

This pattern gets its name directly from an important software engineering principle of
the same name. Software designers often want various software modules to
communicate with one another without either module depending on the implementation
details of the other.</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:42:11 -0400</pubDate>
        </item>
        <item>
            <title>pattern:modularity</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:modularity</link>
            <description>Intent

Boil each rule down to a single basic concern that it addresses. In other words, separate
each concern into its own separate rule and give each its own unique name.

Also Known As

Don’t Repeat Yourself (DRY)

Related Patterns

Anonymous Rule, Loose Coupling</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:49 -0400</pubDate>
        </item>
        <item>
            <title>pattern:narrative_reward</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:narrative_reward</link>
            <description>Intent

Provide players with an incentive to create imaginative narrative descriptions of scenes
and character actions.

Also Known As

Not Applicable

Related Patterns

Attendance Reward, Failure Reward, Success Reward

Motivation

The Narrative Reward pattern awards players concrete game advantages for describing
character actions and game scenes with novel and interesting prose. Many games
encourage players to use inventive phrases and approaches to game situations, but fail
to provide any re…</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:42:13 -0400</pubDate>
        </item>
        <item>
            <title>pattern:negotiated_contest</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:negotiated_contest</link>
            <description>Intent

Provide a mechanical means to resolve disputes where the set of inputs and possible
outcomes is negotiated by the players specifically for the conflict.

Also Known As

Conflict Resolution

Related Patterns

Contest Tree, Generalized Contest

Motivation

The Negotiated Contest Design Pattern strives to provide a mechanical means of
resolving conflicts while retaining the great flexibility promised by role-playing games.
It does this by first recognizing that role-playing is first and for…</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:47 -0400</pubDate>
        </item>
        <item>
            <title>pattern:point_spend_attributes</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:point_spend_attributes</link>
            <description>Intent

Provide a means for players to design their characters’ attribute values by trading them
off against one another.


Also Known As


Not Applicable

Related Patterns

Attribute, Random Attribute, Resource

Motivation

Many games assign Attributes to their characters so that various important game aspects
of the character can be gauged. The reasons for assigning Attributes to characters is
sufficiently covered in the Attributes design pattern, and will not be repeated here.
However, the pr…</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:33 -0400</pubDate>
        </item>
        <item>
            <title>pattern:random_attribute</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:random_attribute</link>
            <description>Intent

Provide a means to generate attributes values within a game environment through the
use of die rolls or other random means.

Also Known As

Rolled Attribute, Fortune-Based Gauge, Generated Gauge

Related Patterns

Attribute, Conflicted Gauge, Point Spend Attributes, Resource, Trait</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:51 -0400</pubDate>
        </item>
        <item>
            <title>pattern:rank</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:rank</link>
            <description>Intent

Allow players to customize their characters by assigning individualized proficiency
ratings to abilities.

Also Known As

Attribute Level, Skill Level

Related Patterns

Skill, Skill Tree, Template, Trait

Motivation

The Rank pattern individually associates a proficiency rating to all (or some) of a
character’s abilities. The ratings are usually numeric in nature, but the pattern does not
demand this. For example, ratings of “novice,” “competent,” “professional,” and
“expert” could be a…</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:46 -0400</pubDate>
        </item>
        <item>
            <title>pattern:resource</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:resource</link>
            <description>Intent

Provide a limited quantity of game-world influence that a player may manage, expend,
and earn in pre-specified ways.

Also Known As

Not applicable

Related Patterns

Attribute, Gauge, Trait

Motivation

Game designers often wish to allow players to customize their characters to limited (but
sometimes variable) degrees and within certain boundaries. This forces the player to
make conscious choices on what is important to his character. A resource is a gauge
that is usually associated wit…</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:36 -0400</pubDate>
        </item>
        <item>
            <title>pattern:safety_valve</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:safety_valve</link>
            <description>Intent

Provide a scarce resource to players that they can spend to dramatically alter the
outcomes of fortune-based contests after the fact.

Also Known As

Fate Points, Luck Points, Force Points, Karma, Hero Points, Possibilities

Related Patterns

Resource</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:34 -0400</pubDate>
        </item>
        <item>
            <title>pattern:skill</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:skill</link>
            <description>Intent

Provide a means for players to customize their characters with well documented
abilities and allow those abilities to improve as play progresses.

Also Known As

Not Applicable

Related Patterns

Attribute, Level, Rank, Resource, Skill Tree, Trait</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:42:06 -0400</pubDate>
        </item>
        <item>
            <title>pattern:skill_tree</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:skill_tree</link>
            <description>Intent

Provide a means for players to customize their characters with well documented
abilities, allow those abilities to improve as play progresses, and expand the number of
available options as characters gain proficiency.

Also Known As

Not Applicable</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:42:04 -0400</pubDate>
        </item>
        <item>
            <title>pattern:structured_story</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:structured_story</link>
            <description>Intent

Provide a means to ensure players always know what to do “right now.” Also, generate
a story plot following appropriate genre conventions building up to an exciting climax.

Also Known As

Structured Session

Related Patterns

Contest Tree, Endgame</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:42:05 -0400</pubDate>
        </item>
        <item>
            <title>pattern:success_reward</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:success_reward</link>
            <description>Intent

Provide players with incentives to find ways to have characters overcome obstacles.

Also Known As

E.P., X.P., EXP, Character Points, Development Points

Related Patterns

Attendance Reward, Failure Reward, Idiom, Narrative Reward

Motivation

The Success Reward pattern awards players for character success, whatever “success”
means within a game’s context. A game follows the Success Reward pattern if all of
the following apply:</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:42:01 -0400</pubDate>
        </item>
        <item>
            <title>pattern:template</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:template</link>
            <description>Intent

Provide a means to quickly assign a group of abilities to a character.

Also Known As

Package Deal

Related Patterns

Class, Gift, Skill, Trait

Motivation

A template is a collection of flaws, gifts, traits, and/or skills that are given to a character
when his player adopts the template. Often templates are used in games where skills
and traits can be “bought” by spending some resource provided for that purpose. In
such games, different templates often consist of nothing more than a pr…</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:59 -0400</pubDate>
        </item>
        <item>
            <title>pattern:trait</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:trait</link>
            <description>Intent

Provide a flexible means to specify a character’s abilities within a game environment
without requiring the game to provide a pre-defined list of abilities.

Also Known As

Not Applicable

Related Patterns

Attribute, Rank, Resource, Template</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:53 -0400</pubDate>
        </item>
        <item>
            <title>pattern:trauma_gauge</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:trauma_gauge</link>
            <description>Intent

Provide a gauge for harmful effects on characters that hinders the use of related
attributes and abilities.

Also Known As

Health Level, Weariness

Related Patterns

Endgame, Hit Points, Wound Trait

Motivation

Many role-playing games deal with exhaustion and mental or bodily injury. Games that
want to incorporate the incremental effects of various forms of injury, whether physical
or emotional, need some means to adequately simulate these effects without bogging
down the game mechanic…</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:41:37 -0400</pubDate>
        </item>
        <item>
            <title>pattern:wound_trait</title>
            <link>http://rpg-design-patterns.speedykitty.com/doku.php/pattern:wound_trait</link>
            <description>Intent

Maintain injuries, physical or otherwise, as individual character traits.

Also Known As

Not applicable

Related Patterns

Endgame, Hit Points, Rank, Trait, Trauma Gauge

Motivation

Games that individually track character injuries follow the Wound Trait pattern. In its
simplest form, the pattern does not provide any mechanical means of modifying a
character’s abilities when harmed. It merely describes the specific injuries a character
has sustained. If wounds need to impose some mechan…</description>
        <category>pattern</category>
            <pubDate>Thu, 05 May 2011 04:42:18 -0400</pubDate>
        </item>
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