Dicey Rules. System Design and Automation in the Baldur's Gate Series
Keywords:
baldur’s gate, rpg, system design, automation, rules, dungeons&dragonsAbstract
This paper analyzes the system design in the three major installments of the Baldur's Gate IP in the context of automation. Its aim is to map selected strands concerning the evolution of afforded gameplay scenarios associated with the adaptation of Dungeons & Dragons tabletop rules for digital role-playing games. Engaging in a systemic analysis of one of the most popular high-fantasy gaming series, this work assesses the rules of play that were implemented in the influential D&D-based digital games between 1998 and 2023. It argues that the changing features of system design in the Baldur's Gate games reflect a shift from the automation of combat rules to the automation of narrative choices. These claims serve to highlight both the strengths and limitations of digital applications of the D&D system design, given its current hegemonic status in the RPG market.Downloads
Published
2025-06-16
Bibtex
@Conference{digra2433, title ="Dicey Rules. System Design and Automation in the Baldur's
Gate Series", year = "2025", author = "Felczak, Mateusz", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/2433}", booktitle = "Conference Proceedings of DiGRA 2025: Games at the Crossroads"}
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Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
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