threshette
@threshette

Overview

In this post, I want to gather together some miscellaneous thoughts I've had about the design vision of the game and the long-term view about what I want to do moving forward. Writing my thoughts out not only helps me solidify my reasoning behind making certain decisions, but also provides an outlet for longer-form discussion than Discord or Twitter can reasonably facilitate.

Expect to see posts like these every other month or so as I gather more playtest data and set things in stone for the hypothetical full public release, which should include a full set of six characters and their starter decks.

Why no stack?

As an achievement of game design, I personally adore the stack and what it brings to Magic. I also firmly do not think it has any place in Raze as it stands.

There are a few reasons for it. The first—and ultimately the most deciding one—is that it is a fuckton of work to implement. Yes, you can learn to play Magic without learning about the nitty-gritty behind mechanics like priority. But good luck writing Magic without having to create all the additional rules infrastructure that comes with it. I am nothing if not comically overambitious, but I think this might end up a job best left to the professionals, i.e. people who work in team sizes bigger than one.

The second reason is that I don't think the stack's conception of time and commitment fits with a fighting game. When you make a move in a fighting game, you're forced to ride it out until its recovery is over, meaning you can never do two things at once. On the other hand, the stack is there specifically so you can do things like that!

Reactable attacks are also an exception, not a rule. Even setting aside things like instant overheads and left-right setups, most normals come out too fast for you to react to their startup. (If you could, doing things like reversing out of every frametrap would be trivial.) Most counterplay is a pre-emptive gamble in ways that aren't modelled well by the stack. You can't just wait for your opponent to cast a spell and then throw out the counter, you have to guess on a throw reset and mash.

Rewriting responses

This last point is something I want to hammer home, because it's been at the forefront of my latest round of redesigns for the cardpool. Lately I've been thinking about how plays can be telegraphed in this system, as it's lacking many of the forms of indirect information I've seen in other games. Magic has the infamous two untapped Islands as the cue for a counterspell. eXceed uses ranges to limit what strikes make sense to play. BattleCON takes this to the logical extreme as a perfect information game.

Raze doesn't really have any of these things. Some individual plays might give you a hint as to what your opponent's doing—Conditioning naming strike, for example—but you're otherwise basically in the dark about what your opponent's up to. There's never really the sense that you're playing around stuff, more just taking shots in the dark and hoping they pay off. I'm not totally against this when modelling some situations, like a nasty mixup on oki, but I also don't think it should make up the bulk of interactions.

My current approach to this issue sprung from a couple of sources. The first one was a discussion about how to overhaul the buffer system, which both felt extraneous and led to some occasional engine explosions. In my last playtest I entirely skipped teaching the buffer mechanic, and the game did not feel any less complete for it.

Gwen's suggestion was to replace the current buffer mechanic with something more akin to Roman Cancel, letting you take an additional action before passing priority. Combined with my meter revamp, I figured this would be a great chance to give players even more ways to engage with meter beyond just supers. It also made me take a step back and think about how breaking the standard one action-pass system of priority could influence the game.

What I came up with was chainblocking. For those of you not familiar with YGO, many negates are templated such that they only negate if they're the very next link on the chain. Certain decks can chainblock these cards by activating the effect they want to resolve, then immediately triggering another effect, leaving no window for the negate to occur.

Now, negates don't really work in Raze for the same reasons the stack doesn't work. Caring about the last card played, though? That seemed like the perfect way to encourage the kinds of mindgames you get up to in fighters, with players trying to condition each other to respond in certain ways. A card like Stagger Pressure, for example, make a hell of a lot more sense if you give it an effect that depends on your opponent not taking actions. It models the concept of respecting your opponent in this really beautiful way that dovetails with Raze's defining back-and-forth.

This is probably going to be the biggest new gimmick you see thrown around in the cardpool, but there are also a couple of other miscellaneous changes I'm including with the latest update. For one, I'm making Charlie's scorch counters into a universal chip mechanic, which gives me another lever I can use to tweak the efficacy of strikes and damage output across the board. As for Charlie's new passive...

Parasite Paracide

Well, who can say. Excited to get the next version of the game out soon!



Edcrab
@Edcrab

Not that into lethal systems, mostly because I don't like creating characters that can die on a whim instead of as an intentional part of the narrative. And yet I play a lot of roguelikes? Go figure

Maybe my problem is less the dying and more the lack of input and forethought. I'll die fighting an eldritch monster and then my shade will haunt the survivors, begging them to run, but all it amounts to is giving them a vague sense of uneasiness? Okay sure I'm down for that. Do I need to roll

Relatedly: writers who toss a coin to see whether a character lives or dies. I'm sure it's fun as an exercise but yikes. I suppose in the moment before the coin/die/wheel of misfortune finds its mark you'll catch yourself thinking of what you want the result to be, but by and large I think you need a little intentionality in writing and that applies to collaborative storytelling too

(Yeah I'm the guy who persists in referring to every tabletop session as a collaborative story. Yeah, even the meat grinder dungeon gauntlets. Yeah, even the gladiatorial arena one-shots. It's a curse and no spell will remove it)1

Shout out to Georgia who would always DM in a light, almost Saturday morning cartoon manner, except for her set pieces where she'd make it explicit that the gloves were off and death was imminent. It meant people had a little forewarning and could story prep for if their characters did indeed fail to make it out alive. I've done that myself a few times now and with the right table it works a treat but ultimately I think my preference is for scenarios (or systems, sometimes it's baked-in) where defeat isn't necessarily death, and to have a willingness to give players some say on how and when they die

A common response to that sentiment is "but what if the players don't want to die??" and like... okay? Some tables will take that stance and I don't think it's a problem. The party are the viewpoint characters and what do you know, sometimes stories about heroes and their adventures don't kill off the main cast.2

But in my experience, when the offer is made, you might be surprised by who takes you up on it. Even little things like Human the Fighters who agree to go down, well, Human the Fighting because they think this moment is suitably dramatic or even a fitting end to their narrative arc, whatever that might have involved. Oh, and they sure as hell get a Plot Powerup to ease things along. Discworld rules are in effect and the Narrativium levels go off the charts so make sure the fight doesn't have exactly million-to-one odds otherwise they'll survive after all

I was about to type "ironically, players whose PCs had been part of long continuous campaigns were more likely to agree to a death" but with the slightest bit of thought I realise that's not really ironic at all. You might get attached to a PC but that comes from starting to think of the numbers and verbs on your character sheet as a character and part and parcel of that is considering who they are and how they fit into the world and the story. Maybe they ride off into the sunset, maybe they retire, maybe they become a significant PC in the next campaign... or maybe they die saving the world, and a cult, sorry no, a full-blown religion arises inspired by their sacrifice.3

Prompted campaign idea: everyone dies regularly but it doesn't stick. Absurd science-fantasy and everyone has a reason for their (psuedo) immortality as their next incarnation will often be very different. Straight-up resurrection through nanites and/or psionics. Artificial lifeforms that lose one chassis and just build another. Symbionts who can be plucked free of a corpse and plugged into an eager new host. A very strange lady who appears to be quite literally indestructible, but sometimes it takes a while to retrieve her when a planet blows up

Evolved campaign idea: everyone is a Culture Mind, or at least Mind-esque, playing in both the galaxy proper and innumerable nested simulations of said galaxy. And the PCs you lose? All those deaths are just part of war games and tournaments and plans for the real thing. Except maybe they're not, and the humans you simulate are a part of you, and things start getting a bit existential even for millennia-old genius intelligences as dreadful, unexplainable things start happening in what you had thought was the real world

And they say... no, the fighter will not die, even if every logic circuit in their immense cores is screaming that it has to happen


  1. This is why nobody will play chess with me. They just don't understand that it's the pawn's time to shine

  2. Which isn't necessarily better. The first use of "a fate worse than death" came from a GM, who was probably laughing at the time

  3. I really need to tell this story soon. I tweeted it repeatedly and I should chost it too