Zero Sum and Closed Environments
For a long time I’ve been toying with zero sum concepts in
games. By this, I mean a limited pool of resources shared among the players,
perhaps even extending the concept to a limited pool of resources shared
between players and antagonists.
There are a few ways you can play with a zero sum
environment. Some of which I’ve touched on with “The Eighth Sea”, others with “FUBAR”,
some have been scattered through my unfinished works, and a few ideas I’ve kept
in mind for future projects. Many “euro” style board games incorporate the
design methodology, and I’ve been looking at them as a source of inspiration
lately.
A zero sum environment may be a known quantifiable figure at
the beginning of play, or it may be an unknown ecosystem. It may manifest
through play in a number of ways.
Consider a deck of cards used as a central mechanism for
play. If those cards are not shuffled during the course of play, then there are
a distinctly finite number of cards that can be played. Once a card is played
it is discarded from the mix and the pool of potential cards becomes a step less
mysterious…when there are only a few cards remaining, the final end game can be
predicted (“all the kings have been played and so have three queens, whoever
has the last queen in their hand has an action where they cannot be beaten”).
Allowing the deck to be shuffled and redrawn after every
action opens the play environment back up again.
We can look at options where the cards are fully dealt out
to the players, perhaps even including mechanisms where players are able to
trade their cards. This brings an element of economy into the game, where
everyone might be after specific types of cards of certain rank or certain
suit. Trick taking games come to mind. Similar games where cards aren’t fully
dealt out at the start of play are also possible, and games like “Settlers of Catan”
are possible (even though this latter game begins with most of the cards undealt).
Perhaps none of the finite resource pool begins distributed
among the players…consider the finite number of properties in monopoly (each
depicted by a card in a deck, each having varying degrees of value associated with
them, and each capable of becoming more powerful when taken in a specific combination).
In the Eighth Sea, I play with “zero sum” in a few ways. The
first is through the deck not being shuffled until a joker reveals itself. Play
escalates until a black or red joke appears; a red joker always providing a
positive twist of fate for the time travelling swashbucklers in the story, a
black joker providing a complication or negative twist of fate. These set beats
for the story; irregular and awkward beats but beats none the less.
Separate to the core deck and the recurring jokers, the
Eighth Sea uses a zero sum mechanism called the winds. Each player is given four
cards; two black and two red (in actual play this has drifted to each player
gaining four poker chips; two positive and two negative). Players may affect
one another’s actions by applying their winds to an action…apply a positive/red
to someone and their difficulty is reduced, apply a negative/black to them and
their difficulty is increased. Once you apply your wind, you get a random wind
back (positive/red or negative/black). Those who keep applying red/positives to
their allies have a higher likelihood of ending up with a personal pool filled
with black/negatives…and vice versa. As an added twist to the mechanism, a
player must face their own cards at the climax of the story.
The final way that the Eighth Sea plays with zero sum lies
in its application of difficulty to tasks performed by the characters. When
characters succeed, their future base difficulties are slightly raised (but
they get closer to their goal). Conversely when characters fail, their future
difficulties get slightly lower (but they stay stagnant with respect to their
goal). This is hand-waved by saying that an enemy mounts stronger resistance against
those people seen as a threat while easing off against those who are less
threatening.
FUBAR works as a bit of a divergent evolution of the
concept; with a single finite pool of tokens reflecting both the character’s
progress in the story and the remaining obstacles standing in their way.
Knowing that there is a zero sum mechanism at work within a
game creates a new level of play, a meta-game separate to the obvious, but
which becomes clearer as it restrains choices throughout the course of events.
I wanted to write a game for the “Little Spaces” RPG
challenge over on 1km1kt, and I kept wanting to incorporate something along the
lines of zero sum to reflect the limited space and limited resources available
to the characters. Every time I created something, it ended up not leading in
the direction I’d hoped and I abandoned it.
My first idea (tentatively titled “Lagrange”) involved
exploration of a 1 mile radius rotating space station. This station locked in a
static orbit at of the lagrange points where the gravity of a planet and it’s
moon cancel out. The basic premise involves two decks of cards and a pool of
resources. A deck of cards is distributed with four cards each across twelve outer
ring sectors of the station and the final four at a central hub. These four cards
define the type of scene encountered, the base difficulty ad any complications.
The second deck is drawn from as the players encounter these scenes and try to
work out what went wrong on the station. Do the players use their high cards
early to build momentum against the climax? Or do they hold on to their high
cards and risk failure at the beginning for a better chance of success if they
do reach the climax? To make things a bit more interesting, I was going to
divide players up into certain roles (scientist, security, engineer, etc.)
giving them each bonuses in specific situations or against specific suits of
cards.
I still think the idea has some great legs to it, but I
couldn’t just if submitting it to a 24hr contest when I spent a couple of hours
each day over the course of a week on it. I’d like to spend a solid few more
days getting it right rather than throwing it out to the public as a half-finished
notion.
My second idea (tentatively titled “the Bodhisattva’s smile”)
involved a group of holy Buddhist mystics living in a cave and granting
audience to pilgrims who sought to reach enlightenment. The whole concept of a Bodhisattva
in Buddhism is an ascetic to has almost transcended, but has instead chosen to
stay in the physical world to help others on their journey to enlightenment. Players
would take turns as the pilgrim and the bodhisattva, using a quirky system I
developed. They would offer their advice and have two types of outcomes: the
Pilgrim’s outcome might be a success (enlightenment) or a failure (hubris), and
the Bodhisattva’s outcome might push them to transcendence, might earn them respect
as a spiritual leader or might lead them into their own hubris and away from
enlightenment.
This is the kind of game where I want to do justice to the
concept rather than rush it through. I had a dozen zero sum ideas for this one
as well.
Anyway…enough blogging, back to the design work.
Comments
I think next time I run a game of said system I may try that out instead. Thanks!