This article is a spiritual successor to
this one.
I talked about the setup in the previous article, which is when a little bit of work allows you to create some very cool interactions in the future without any previous work. Let's start by drawing obvious crossovers from the
CCG world into our
RPG world.
Just for reference, the card was a card named 'Arcane Blast.'
Arcane Blast deals 1
arcane damage to
each opposing ally or player
. Draw a card for
each damage dealt this way.1. Keying off Keywords: "Deal ARCANE damage..."From the card, we can see that we are able to reference the
type of damage on the card. This is
easily translated in
RPG terms and has been done so for many years. The idea of damage 'types'.
For example, instead of having a skill do damage, have it do
fire damage. Then we can create things like:
Resistance to fire damage or
Weakness to fire damage.
So a monster could take more damage from fire or less damage from fire. This is a fairly obvious change.
The second thing that we noticed, was that now we could boost the damage of the skill without mentioning the skill directly. Then, we can create things like:
Bonus to all fire damage dealt, or
Double all fire damage.
So our fire
mage could learn some passive that could increase his damage dealt, or multiply it by a factor of two or something.
Thirdly, we realized we can create things that can trigger off the type of damage. Then, we can create effects like:
Chance to set target
on fire or
Dispelled when hit by fire.
So our fire
mage could learn a skill that could set his target on fire if he hits him with fire damage, sort of a burning effect added onto all his fire skills. Or suppose that our fire
mage has encountered an evil tree monster, protected by thick layers of bark. Then we could make the protective layers of wood burn away when hit by fire damage, making the tree much weaker.
Each of these interactions would force the player to reconsider what fire damage actually means, whether or not fire damage is an
appropriate response to what he is doing, and what other skills/effects can interact with his given mode of damage.
2. Area of Effect: Multiple Targets, "Deal Damage to EACH ally / player..."In the Card World, we can let a card affect multiple targets. In the
RPG world, this becomes the notion of 'Area of Effect.' We can increase the complexity of interaction by specifying what kind of Area of Effect interaction the spell can have.
For example, the most generic effect is Spherical. The damage is spread out among a sphere, like an explosion. This is the most commonly seen area of effect spell and increases complexity by encouraging the player to bunch together groups of monsters. Our fire
mage would like to see tight packs of monsters.
An interesting twist on the Spherical Area of Effect is the Point-Blank Spherical Area of Effect. This is the type of Area of Effect spell that is High Risk / High Reward, as it rewards the fire
mage for being at the center of all the monsters.
However, the
RPG world has a great deal more targeting shapes than the real world. Consider the wide multitude of area of effects:
Piercing (A straight line, like a bullet that goes through people)
Conical (A cone extending outwards from the caster, like a cone of flame)
Chaining (Bouncing from monster to monster, like electricity or chain lightning)
Spherical (Extending radially outward from the initial point, like a fireball)
Spiraling (Imagine a Spiral slowly spinning outwards)
Wave (Everything in front of me, like a tidal wave)
Random X (Randomly hitting X targets. Imagine a chaotic lightning storm)
These interactions force the player to think about what
time he attempts the spell, as well as what
position him and the monsters are at. They reward the player for being in the right place at the right time, or maneuvering the situation to be just right.
3. Triggered Effect: "Draw a card for each damage dealt."This type of effect generally doesn't translate well into the
RPG world's flavor. The notion of a 'card' does not have an clear analogy in most
RPG worlds.
What is important however, is that the spell or ability itself is attempting to reward the player for maximizing a specific behavior, in this case: Damage. Translated as literally as possible, this would be a spell that reads something like follows:
Fiery ExplosionCosts 20
Mana to Use:
'Deals 1 damage to all enemies in a 30 foot radius. You gain 2
mana for every damage you deal.
This spell would be somewhat interesting in a game. It would be a spell that is only usable when there are large hordes of monsters. It scales extremely well to handling a large amount of monsters, as it costs the fire
mage essentially nothing to cast. However, if there were very few monsters, the spells effects would be drastically reduced.
However, imagine the damage boosting interactions that was previously mentioned. This spell would also be extremely cheap to use if our fire
mage could somehow double his damage. It would also be extremely cheap to use if our fire
mage hits something that is weak to fire. If our opponent was somehow able to magically shield himself, preventing the damage, then our fire
mage would be unable to regain
mana.
Additionally, if our fire
mage was careless and
missed the spell, it would cost him a lot more
mana than if he had only hit a few targets.
All these interactions come from rewarding the player additionally for something he wants to do anyway. The fire
mage obviously wants to deal damage. Then, if we add an additional trigger based on what the fire
mage already wants to do, it adds a layer of interactivity as the player seeks to maximize the benefit of that trigger.
4. Risk / Reward and Target Limitations: "Deal damage to each opposing allies and player."Recall that the card restricted you to damaging opposing characters. In most
RPG's generally you do not want the player to have the ability to damage allies. Normally, that would be that. If we let players hurt players who are supposed to be their friends, no end of trouble could happen.
However, if you think about it, dealing damage to your own creatures in a card game essentially means hurting
yourself, not other
friendly people. Thus, the analogy we draw from this is the self-harming spell.
For example, we could have our fire
mage cast a Fiery Explosion so deadly, that it also incinerates him as well as the entire room of monsters. This then poses a question to the fire
mage: Can he survive his own spell? Will it be effective enough to ensure his survival? Is there something he can do to mitigate or nullify the damage to himself, making the spell one-sided?
Additionally, by letting spells be able to target the caster itself, brings up more interesting interactions. For example, the fire
mage might think twice about doubling his fire damage through some ability because this would mean that his
Fiery Explosion would ALSO deal double the damage to him!
These ask the player if he would like to trade security for a powerful effect. How close to destruction do you wish to walk? Can you handle a momentary set-back in exchange for a great effect?
5. Putting it all together.
So compare....
Magic Bolt
Cost 20
mana to use
"Deals 1 damage to targeted monster."
...Boring.
Fiery ExplosionCosts 20
mana to use:
"Deals 1
fire damage to the caster and monsters within a 30 foot radius. Gain 2
mana for each damage dealt this way."
This is a spell that can be
boosted or
reduced by abilities that care about fire damage. But he needs to be careful because
it also hurts him. However, if it hurts him more,
the spell will cost less, as he will have dealt damage to himself and gained
mana back.
Addi tonally, the spells gets maximum benefit when the caster is
surrounded by enemies because of the type of area of effect it is. This entails
more risk as to get maximum benefit, he puts himself in a
dangerous location. However, he is rewarded with an essentially
free spell, if he puts himself through all the trouble.
Phew. All those things to think about with a single spell made from a single card! Imagine what you could do with all the other examples out there in the world. All those interactions are because the spell thought a little in advance and set up interesting interactions down the line.