Saturday, February 13, 2016

Choosing your System - Tightly Coupled, Loosely Coupled

    In Software Architecture, there's a certain principle known as coupling. Coupling is basically how much one thing in a system knows about and depends on another separate thing in that system. A system that is tightly coupled, i.e. lots of things in the system depend on lots of other things, is much harder to modify than a system that is loosely coupled (a system where most of the things in that system don't depend on other things to work properly). I'm not going to leave you with just vaguely worded abstractions, though. I'll give some specific examples of system.

    A good example of a tightly coupled system is the Third-and-a-half edition of Dungeons and Dragons. At least, 3.5 is tightly coupled relative to our example of a loosely coupled system. How do we know it's tightly coupled? Let's say, we find Attacks of Opportunity (a favorite target) overly complicated as is, but want to keep the in-combat punishment mechanic. We then replace the current attack of opportunity rule with a new rule "Whenever a creature exits the threatened space of an enemy or attempts to cast a spell next to an enemy, that enemy deals one attack's worth of damage to that creature".

    Fairly simple change, right? Except now with this change, we have to also change or remove combat reflexes, which stated that creatures could get up to their dexterity modifier in attacks of opportunity a round (normally a creature was allowed only one, but we've ironed out this complexity with our houserule). We also have to change Charge, Bull Rush, Sunder, and a whole heaping amount of other codified actions that referenced Attacks of Opportunity. This isn't mentioning the amount of unexpected interactions that will change as a result of modifying this rule, like giant creatures with massive amounts of reach no longer beating attackers to death long before they get near, and it also isn't mentioning all of the other feats and special edge case rules from outside the core ruleset that depend on attacks of opportunity remaining exactly as they are. There's a whole bunch of unexpected changes we have to worry about as a result of changing this one rule. 3.5 D&D is a tightly coupled system, at least when changing Attacks of Opportunity.

    Note, I'm picking on one specific rule; one often held up as the shining example of overcomplexity by detractors. Many other rules in 3.5 D&D could be modified without having the level of cascading failure Attacks of Opportunity has. Compared to many other systems, 3.5 appears fairly loosely coupled. 

    Other tightly coupled systems include, but are not limited to: Burning Wheel, Don't Rest Your Head, D&D 4E, HERO 5E

    My example for a loosely coupled system would be Moldvay's version of Basic Dungeons & Dragons, A.K.A. B/X D&D. Why is Moldvay D&D loosely coupled? Because very few, if any, rules changes result in the kind of cascading unexpected changes that happen when changing Attacks of Opportunity in 3.5. We could perform an extreme change, such as switching from hit points to a wound tracking system as found in the World of Darkness games, but the only interconnected systems to hit points are hit dice and damage; since all weapon damage is assumed to be d6's (when not using the optional variable weapon damage table) and spells only deal damage or do healing at rates of d6 or d6+1, the changes are fairly easy to predict and implement. Hit dice as a system is so tightly interconnected with hit points it would be very difficult not to think of both when making this change.

    If the most interconnected set of rules is a cluster of three things (hit dice, hit points, and damage), this is a pretty strong argument for B/X D&D being loosely coupled.

    Other examples of loosely coupled systems: FUDGE, Wild Talents 2E, Really any Old-style D&D or retroclone or hack

    This blog is all about advising you, the GM or referee or whatever you call yourself, in choosing a system and modifying it to suit you and your group's needs. Loosely coupled systems are easier to do this with, because modifying any given rule is unlikely to complicate things or cause problems; at least, modifying that rule won't do so in an unexpected way. More tightly coupled systems you can still certainly houserule, but you have to be more cautious when doing so. I'd recommend using a more loosely coupled system as your base if you can help it, or judiciously and thoughtfully implementing houserules if you can't. That's not to say that all your houserules shouldn't be carefully thought out, just that it's significantly easier to beat a loosely coupled system into shape with new rules than it is a more tightly coupled system.


    Alright, is that good? Let me know if there's any confusion.

Monday, October 12, 2015

Congratulations! It's a blog

Suppose I need to actually use this thing eventually, if only to write down ideas that will otherwise stay stuck in my head.  Maybe even a mission statement or something like that.

This should be a blog entirely about traditional (One GM, many players) tabletop games, breaking them into pieces, finding the uniquely useful bits, and giving advice on how to apply them.  I say "should" because it's a near certainty I'll get distracted and post about other game related topics as well.  Anyway, the idea is to post generally useful things for GMs to use, either for pasting bits of one system onto another or specific tips for running a session.  I'll try to stay away from talking about techniques that have been taught elsewhere, but there's no guarantee I won't accidentally retell some advice.

I'll try and get something actually useful up soon.