The rules from the writing

So, I’ve been getting back into Exalted recently.

Exalted is a bit of a guilty pleasure of mine. Normally, I don’t traffic in guilt. I think it’s a rather useless emotion, especially in contexts of finding joy in things. And Exalted is definitely something I find joy in. But, like I said – guiltily. It’s rather strange that I do enjoy it so. A while back, I gushed about the lore of the game, something I’m rarely known to do. Mechanically, the third edition has a lot of elements I’m more intrigued to see in action than 2e had, but, it has a lot of things to criticize, as well. In the campaign being set up, I am going to be playing a character with little-to-no capacity to engage in a fight, alongside multiple PCs whose builds encompass combat and almost nothing else (leaving it up to the GM to figure out how to weave my necromantic detective antics in with anything that lets those other players actually play along). The character building has you assign points to stats and skills one-for-one, and then progression costs grow linearly as you invest more in them once play starts – having Perception 1 and Wits 5 at chargen is the objectively smarter play than Perception 3 and Wits 3. And I try not to use the o-word unless I’m being funny or an asshole, but, the game actively numerically rewards minmaxing, quite significantly. Despite its massive volume of content, a wealth of advice for how to manage progression over gameplay, especially if you want to aim for a specific concept, amounts to “just homebrew a new power or tree of powers.” Truthfully, I could fill a post with mechanical complaints about Exalted alone (I’ll spare you that, don’t worry). And yet, I, the mechanics-loving, fluff-dismissing I, really appreciate it.

It’s out of character for me, to enjoy the game like I do.

But, you know, that’s fine. These things happen. Dwelling on guilt for enjoying something is a very silly thing to do, and it ruins the simple enjoyment thereof. I certainly want to enjoy it, more fun is always appreciated in my life. So, I’m content to leave it at that.

However, as a game outside my wheelhouse in terms of taste, there’s a lot to learn from it that I wouldn’t be able to see in the sorts of things I normally enjoy. It’s a source of perspective. And, as I’ve been getting back into it, I’ve been ruminating on what I can find out from it.

Which requires some background. Exalted has a lot of ideas to unpack, even from a more focused look.

The job of a king

Exalted is a game about being a chosen one. In a well-elaborated high-power fantasy world, you play as the Solar Exalted, hero-philosopher-kings who ruled the world after usurping it from its original demonic creators. More specifically, you play their reincarnations, after they were usurped in turn, awakening in a world drowning in problems that reared their heads while the Solars were sealed away.

The Realm, an empire spanning much of the world, rules with a state religion that teaches that you are Anathema. It oppresses and exploits and slaughters and does everything one would expect an empire to do, alongside sending magically-empowered kill squads to hunt you down in particular. Fairies from the border of the world and ghost armies from the underworld and corrupt gods scheming in heaven and a whole host of other problems rampage through the land, often having grudges against you personally, for what your past Solar lives did to beat them back.

Speaking of which, what your present Solar life can do to beat them back, to fight off the economic and social exploitation of the Realm’s imperialism, to try to stave off the seven different simultaneous apocalypses hitting at once, is complicated. Exalted is, if you look at its skill list, majorly a combat game. Indeed, that’s certainly where the brunt of the mechanics are. But it isn’t only a combat game, and it freely lets you build to be more or less capable of combat in various ways at all. (Which is one of my long list of reasons I would expect myself to not be happy about its design.) Social manipulation is important, with a few different stats and skills, and adjacent to that is Bureaucracy, a skill specifically focused on navigating bureaucracies, establishing and controlling governments, and generally making social organizations function. Which is interesting, and quite impactful! The ability to magically impose effectiveness upon a government goes a long way. Similarly, there are skills and powersets for waging larger-scale wars. Weaving magic into the land. Inspiring whole communities, much more than just individual manipulation.

The job of being a Solar is large-scale. It often unfolds that way over the course of a campaign, rather than starting off that way, but, while you’re expected to have dramatic swordfights with giant demon monsters every so often, a Solar is a king, as much as they are a hero. Depending on what your powerset is oriented towards, alongside the rest of your party, the question is, how do you change the world, piece by piece?

From the perspective of Exalted as a combat game, or even more broadly a D&D-like [mostly do combat but navigating the narrative situation matters] affair, its Investigation rules and half its Bureaucracy powers are sidelined and nigh-meaningless. And, yeah, if you run the game just like that, those are problems that emerge. But Exalted is about, in a literal or metaphorical sense, establishing your kingdom. The text discusses in many places how the Realm’s cultural cruelty exists as an injustice for the players to oppose and topple. Your power to reshape a piece of the land, to make it your haven and a place that suits your vision of an ideal world, is also your cause, in character. The narrative incentivizes it, as well – the Realm’s society attacks you on sight if you use your powers in a flashy enough way, so making a place that is your own and standing against the evils of the world is an efficient course of action, as well.

That’s what Exalted is about, and it’s interesting to look at how the narrative context of the game informs the shape of its gameplay like that.

…Or, at least, that’s what Exalted is about when you’re playing the Solars.

Everyone hates the divine right of kings

At the edge of the world, seeping into the Wyld beyond, attacking the Realm from a thousand battlefronts, dwell the Lunar Exalted. Each one is bonded by the soul to one of the Solars and their reincarnations, but the Solars were betrayed and sealed away, and the Lunars have been hunted down ever since.

The Lunars are not kings. They do not take realms and make them their own, the way Solars do. They do resonate with nature, claiming territory for their own. With the Thousand Streams River, they foster human societies of their own, beyond the reach of the Realm, and fight to protect them. But it isn’t really the same sort of thing, usually.

What they are is werewolves. Really extreme werewolves, actually.

Lunars, with enough effort, can change into anything. They can steal people’s faces. They can become plants, or germs. They can become giant rampaging monsters. Whoa nelly can they become giant rampaging monsters. They can be generals and scholars and spies, and they can get in anywhere, with the right target to hunt and replace. They fight the war against the Realm from within and without, and they’ve done quite well for themselves without having to resort to the same divine right nonsense that got the Solars incredibly hubristic and justifiably slaughtered back in the day. The Solars and their new social efforts and popup kingdoms and glorious wars might be allies, but they are more likely headaches, and new tyrants to sneak close to and tear their throat out.

A game of Lunars is large-scale, and involves being hunter and hunted, much like a game of Solars does. The Realm seeks to kill Lunars just as well. But the relation to society is different. The relation to the world is different. Your powers are different, and, where a Solar needs to carve out a place of their own to call home, you can just blend in and sharpen your claws in secret.

The Terrestrials are not kings.

They are not hunted, either.

Terrestrials are accepted by the Realm. Embraced. Emboldened. The Terrestrials, so the state religion claims, are the great chosen heroes of the world, and please ignore all those other types of great chosen heroes out there. In fact, you should hate them and kill them, and it’s the Terrestrials who do that, too. They are the beneficiaries of empire, and even when they go roam the more dangerous fringes of the world, they have resources and backing at their beck and call to hand them an ancient enchanted boomerang that lets them see into people’s souls without having had to go on a perilous journey to find it, first. In satrapies or closer to the heart of the empire, they organize and manipulate governments, much as the Solars do – but they don’t found, particularly. It’s rare for a Terrestrial to go out and make a new colony, but keeping an existing one running, weeding out or weaponizing corruption within it, these are certainly Terrestrial ventures. The center of the empire is drowning in intrigues and treacheries to deal with, in its own right. A Terrestrial game could be entirely social, in a way it would be difficult for the more hunted Exalted types to be. (It wouldn’t be a great use of the system if it were, Exalted‘s social rules are intriguing but not a whole game unto themself. But it could be done.)

The Sidereals, weavers of destiny and watchers in heaven, play their own game of overwrought socializing and politics. They intrude on the world below in false identities with predetermined fates, similar to the Lunars’ stolen faces but granting power in entirely different directions. Their missions are matters of repairing the fate of the world and preventing calamities, and, indeed, they receive missions, quite distinct from the freedom of the Solars and Lunars.

The Alchemicals, stone-bodied proto-Exalted that are most commonly situated in a different realm entirely, are servants to the human societies surrounding them, receiving missions in similar ways to the Sidereals. Yet, they parallel the empire-building of the Solars, since later on in their life cycle they grow to become cities themselves. They shape the societies grown within them by physically reorienting and turning their power acquisitions into a realm-builder minigame more directly than even the Solars do.

There’s more, too. This hasn’t even touched on my favorites. Champions of the undead, of the demons that once first ruled the world, chosen of individual gods in this new edition (which are made relatively bespoke). There are a lot of Exalted types, and each one has a distinct context and premise of play within the world, and a different mechanical powerset oriented around that premise of play.

But, it’s limited in how different it can be.

Exalted powers are called Charms, and they fall under a given skill, or, for Lunars and Alchemicals and a few others, a given stat, instead. The stats and skills are all the same. Every Exalted type has a Stamina stat. Each one has a Bureaucracy skill. That mechanical baseline, the Storyteller system, is true for all of them. The minigames for each skill, from social combat to combat combat, function the same. It’s just the Charms and the natural powers of a given Exalted type (such as Lunars being able to transform) that differentiate them.

On top of that, sorcery and necromancy exist as lists of spells that are entirely independent of your Exalted type – the only limit is how far you can go. Only Solars can reach the most powerful tier of sorcery spells, but the first tier of sorcery and necromancy both is a set available to everyone, and a large number of the options can reach tier two in both. Martial arts Charmsets are similarly available to everyone, and magical artifacts come with their own set of powers that anyone of any sort can use, just, sometimes they’re weaker if your Exalted type’s elemental attunement isn’t quite right.

In short, a large amount of the content roster, and nearly all of the baseline functionality, is the same. Exalted Charm trees cover a very solid amount of ground in terms of differentiating them in specific utility, but…

Well, it’s nice how Abyssals are attuned to hatred enough to have a Charm that lets their crime scene Investigation determine something their quarry despises, whereas a Terrestrial’s elemental senses let them take a Charm to literally detect and track the scent of guilt under the same skill. These are aesthetically compelling and useful pieces of utility. But they do not, when taken in aggregate, tell me the difference between an Abyssal game and a Terrestrial game.

You could, in fact, switch them. Run a Terrestrial campaign, set in the heart of the Realm or a satrapy close enough to have the politicking be a primary focus, and just happen to have people use the Abyssal Charm options instead. The result would be strange, there would be a fair bit more focus on the dead in the powers, and much less mention of specific elemental auras. But, for everything it would probably mess up, the narrative context, and the shape of gameplay emerging from that narrative context, would not be changed.

So… it’s part of the gameplay. It’s part of the structure.

It’s part of the rules.

Rules and rulership

Recently, I came across The Rule Book, a 200+ page analysis of game rules in their various forms and how they come together to shape gameplay. Honestly, it’s an excellent read, and resonated quite well with several of the things I’ve talked about on this blog over the years. If you have the time, I highly recommend going and reading it. If you don’t, unfortunately I won’t be offering a complete summary here, but, in terms of what’s relevant to this conversation:

We tend to think of game rules in terms of [formal rules]. That is, a clearly-defined mechanical statement that demands or forbids something. “Roll 1d20 to attack a target, hit if you meet or exceed their Defense value.” “You may not carry the ball with your hands and walk when playing basketball.” That sort of thing. You know, rules. And, from that definition, the comment I ended last section on is a bit silly. There aren’t any formal rules that demand that Sidereal Exalted don’t bail on their heavenly job and found a kingdom of their own just like a Solar would, even if there’s contextual reasons why that would be a bad idea. It’s not an explicit gameplay forbiddance, in the same way that “you may not move diagonally on the battle grid” is.

But, the book discusses rules beyond those terms, with different categories and forms to them.

[Social rules] are the pressures and expectations that exist in the social group of [the players]. Is someone really popular, so nobody wants to send their armies to attack them? Is it considered unsportsmanlike to hit someone and then accept the foul penalty, even though that gives your team more of an advantage? These are social rules, and they very much impact the flow of play. In fact, a lot of what I’ve written about on this blog over the years is trying to draw attention to social rules in tabletop roleplaying games, and the effects of them that I don’t like. [No fatigue] and [yes fatigue] are, ultimately, structures that emerge from “you should play fair and allow the players to succeed, but not too much” as a social rule. And it would have to be, after all – that sort of rule laid out as a formal rule is impossible to run properly. A formal rule is a system that you can know you’re doing it right or wrong. You know when you’ve moved precisely two spaces to the right on a grid. Do you know when you’ve precisely allowed the players to succeed, but not too much? Of course not, unless you define measurements and structures that define [succeed], [allow], and [too much] within the context of this rule. So, with that imprecision, and the interpretiveness of it – it’s a rule, but it’s a social rule. The deciding factor of whether it’s followed or violated is if you have social approval for what you’ve done.

[Internal rules] are similar, but they’re the pressures and expectations an individual player places on themself. This was, interestingly, the section most focused on RPGs, because there’s a lot of ways they relate in. On a very basic level, the age-old “this is what my character would do” justification for a course of action is the application of internal rules. Players compose an internal model of the actions their character would or would not take, and then make their moves in game trying to follow that internal model. Those are rules they’ve made for themself. (And, in fact, a lot of historical complaints about “bad RPG behavior” make a lot more sense when looked at in this way – they’re a clash between the internal rules of [what my character would do] and the social rules of [what a character is supposed to do]. Often, the formal rules aren’t in the picture at all in that sort of thing!) Most interestingly to me, the section also proposed challenge runs and build choices as a form of internal rule. “Can you beat Dark Souls without using the gun,” that sort of thing. (You can.) This struck me, because, while I like to pride myself on rejecting all rules and expectations beyond the mechanics, smugly dismissing social convention from my tower of bone – I do this. Quite a lot! “I want to make a Rifle build,” I say, when I crack open the Lancer rules and put together a build. And from that initial constraint I put something together. It’s good, to be sure, I like having my builds functional and effective – but I picked Rifles, and playing around them, and the playstyle of a sniper more broadly, as an internal rule. It was something I personally decided to do, and constrained my interaction with the mechanics to follow that constraint.

Together, this is more or less what comprises the Ghost Engine. In fact, it’s a better breakdown than I had – I had kind of lumped both of these formats together into “humans doing annoying human things,” when in practical terms the conflict between internal and social rules is one of the most recurrent failure points of RPGs. And that’s not even all the book has to say! It covers external authority structures and physical constraints as forms of rules as well, and has a lot to say about those. Really, it’s just an excellent text, and I’d recommend giving it a look.

But, the point is – [rules], as in the structures that shape the flow of play, is a larger set than [rules], as in the formalized mechanics you can look at and feel safe in the knowledge that you’re obeying them correctly. From now on, in this post, when I say “rules” I mean the broader set, and I’ll use “formal rules” and “fictional rules” to disambiguate specifics. (Occasionally I’ll use “mechanics” as a stand-in for “formal rules”.)

Exalted’s setting premise defines some rules you must follow. And because of that, the experience of a Solar and the experience of a Terrestrial are qualitatively different, even beyond what the formal rules tell you about their powerset. That lets each particular Exaltation type come with its own shape of gameplay experience, and new angles to explore the setting.

Welllll…

So there’s a game titled Exalted Essence.

I have complaints about it, on a read. Which is how you know it’s worthy of the Exalted name, badness knows I have complaints about that, too. And I would feel extremely disingenuous enumerating those complaints now and not also enumerating my complaints with base Exalted, since, even though I would much rather play the latter, it has much to criticize.

Instead, I think it’s good to look at why Essence exists, for this context. Because it has a very simple raison d’être: it’s a game for playing as mixed parties. For being a group with a Sidereal, a Lunar, a Liminal, and an Exigent (don’t ask what those last two are, they don’t get to exist in my little world).

In short, it’s a game expressly for the purpose of dismissing everything I talked about earlier. It’s a game where the conceptual specifics of a Terrestrial party vs a Solar party don’t matter, because as a unit you’re a party dipping your toes in everything.

And, to be clear, I don’t hold that against it. Mixed parties are a longstanding Exalted tradition, one the game is mechanically pretty bad at accommodating. Making a game for this purpose is, in my eyes, very sensible. But, upon being presented with it, it helped give some clarity to what it was I liked about the bespoke party setup – since Essence doesn’t have it.

In Essence, you can play a roaming group of heroes fighting for a world reshaped in your image. (Statistically, it’s probably a better world.) But you can’t do a Terrestrial game of courtly intrigue and politicking, unless nobody picks a Solar or Abyssal. (Lunars can blend in, but even then – a Lunar story of political infiltration and a Terrestrial story of political scheming are not going to be the same sort of thing.) You can’t do a Sidereal game of scheming in heaven and weaving fate unless you shrug and go “yeah these weirdos are also here, ignore how they’re empowered by the primordial demon-gods that want to conquer reality for themselves” and hope the players can buy the dissonance. You certainly can’t lean too heavily on the Abyssal dynamic of having a superior you answer to for your adventures – you’re an individual character, and either you twist the whole experience of the party around your premise (which invites resentment), or you just let that bit fade into the background. You may have a Deathlord to worry about, but you’re probably a runaway or something, let’s not worry about it. We’re not playing an Abyssal campaign, we’re playing a generic Exalted one.

This is reflected in the mechanics, too. Everything is genericized and pared down, to match concepts and power levels between PC types. Terrestrials are made to match the level of the other Exalted types, who are, in concept and in Exalted proper, metaphysically just more powerful than them. Oddities that yield notably distinct narrative shapes, like the Alchemicals evolving into cities of their own right, are entirely removed. This is all for the purpose of making it a smoother experience for a mixed party, making it less of a pull between different campaign concepts. Which is correct, since that’s the design goal of Essence, and why the game exists. But, since that’s not what I like about Exalted, it leaves the game in a very odd spot for me. Essence is, to me, “hey, what if you could have Exalted with none of the interesting parts?”

And that’s interesting to me, because that means that, to me, the story frames are the interesting parts.

The world as puzzle box

It’s possible that I have a thing for games that pitch the players as gods, or chosen ones, or something in that vein. Because I also happen to really like Nobilis.

Nobilis doesn’t have the same broad selection of different campaign types via god category that Exalted does. (I think that’s mostly an Exalted special.) But it very much has distinctions to its gameplay that emerge from the premise of the world in specific. It’s an animist urban fantasy setting, where public usage of obvious magic runs the risk of people realizing the world is animist and magical, which is unhealthy for them. One of the few power structures with legal authority to punish the god-PCs strictly prohibits this (a la a classic masquerade setup), and that translates into a tactical consideration of how the players can use their powers. (Perhaps also analogizable to how Solars need to be subtle with their powers in public, lest they be spotted and hunted down.) This same power structures forces them to follow the orders of their direct superior empowering meta-gods, obliging the players to actually follow the plothooks and missions the GM poses for them – and then it also places constraints the game fully expects to be broken, to provide a plothook of hiding the evidence of that. Being publicly in love, for the Nobilis, is illegal. It’s excellent. These are tangible constraints to play, most often they’re the things a player needs to weasel around more than the actual limits of the game mechanics. If you just ran the rules, and ditched all that, you would get something that resembles the gameplay experience, but much flatter, and without a lot of the details. Some sort of Nobilis Essence. It just wouldn’t be the whole picture.

The Treacherous Turn is probably an even more extreme example. It’s a game about being a rogue AI in the modern day. You need a bucketful of Wikipedia pages open, mostly on cybersecurity, to do it justice. Mechanically it has a lot of interesting parts, with its upgrade system and gameplay tools both fitting the vibe – do you buy facial recognition, or instead focus on upgrading your ability to perfectly simulate future events as effectively time travel? But the actual game experience of TTT is predicated, heavily, on the cultural and physical context of the modern day, and how people an AIs could be understood to interact there. Without the context of colonial exploitation for earth metals, burgeoning internet-of-things technology placing physical constraints alongside broad internet connectivity allowing for relatively easy travel, the specifics of how hacking can and cannot work… you get a different experience. The rules of the world change, even if the rules of the game don’t.

I’ve seen that done. I’ve played in games of TTT that just aren’t set in the modern day. TTT in space with aliens and magic is a fascinating experience in its own right. But it isn’t the same experience – and all the same, the world had to follow the same rules. Despite being far in the future and computation advancing to unprecedented degrees, it was still a matter of finding unsanitized buffers to slip into to try to connect from a network to a phone in someone’s pocket to hack in. The digital gameplay expects a recognizably-modern-day relationship to connected computers, and anything too qualitatively different would undermine that pillar of the rules. The game mechanics don’t get more specific than buying player-defined specializations in particular flavors and vulnerabilities of computing, or constructing programs to fulfill specific player-defined purposes, but if that got too different from the standard the game expects, you’d lose the experience of TTT “out of the box” with whatever you made.

The common factor between these three games, in my eyes, is the [world as a puzzle box]. And I don’t think that’s the only model wherein the premise of the world provides significant structure to the gameplay, but it is one of the only ones I like, so it’s a good place to start.

By a [puzzle box], what I mean is – they’re complicated, they’re in your way, and you have to figure out a way around them. When playing a Solar, the fact that you are being hunted down for what you are pushes you towards finding ways to blend in, towards establishing empires of your own, towards trying to persuade the people you care about to give you a chance despite your chosen-one-ness. Or, towards hiding it, constraining your power usage to avoid triggering your glowy obvious kill-this-guy-in-particular aura. Were you going to do that anyway? I mean, maybe. I wasn’t going to be not using my cool chosen one powers anytime soon, that’s for sure, but maybe I’d still do the socializing and the imperialism and whatnot if I the player wanted to – but this way, the game has made that obligatory. There’s a force being applied, and to find a way around it, I have to do one of those things, or figure out my own scheme to it.

Now, interestingly, this does tie into the formal rules. Often in a very significant way. In TTT, figuring out how to sneak into more computer systems and skim the fat off their processing power is a puzzle the world presents, but the mechanics codify it with computing power as a resource you spend per turn on actions and advancement – the desire to get more of that is a mechanical one, and the path to actually getting there is a world-interaction one. And, again, there isn’t one method to solving it! Hacking is the obvious choice, but, sometimes, your build is such that hacking is really expensive to spec into. Another option is investing in the power tree that lets you manufacture your own technologies, and then, if you can find in the world some factories to control remotely (which is its own world-interaction puzzle), you could skip the hacking and print your own computers to run on! There’s powers to invest in for manipulating humans, too – what if you convinced one of them to just plug a thumb drive in somewhere to let you in, never needing to worry about getting a remote connection in the first place? The mechanics give tools to support these approaches, but they’re tools to support approaches. What you’re approaching as an obstacle comes from the world, and how you resolve it comes from you, and your plan for it. The formal rules provide some of the structure, but the rest of the rules come from the world itself – what the fluff sections present to you, and how you decide to deal with it.

There’s also another very key way world-puzzles and their fictional rules resemble formal rules: they draw the eye.

I’m not really much for romance. …In many ways, some of which aren’t worth unpacking here, so let’s skip that on by and focus in a bit. What I mean is – I have a certain interest in romance stories, I like reading them and find the concept of love to be a very convenient shortcut towards character drama if you don’t have the patience to take a longer route. However, in RPGs, it’s a more complicated boat, and usually something I avoid unless it comes up naturally. RPGs usually don’t have a script working in advance to ensure that a given plotline goes a certain way (note that I only said “usually”), and there’s the added awkwardness of collaborative writing with another person who is also embodying one of the characters being subjected to romance. I generally only get really into roleplay with people I’m comfortable with anyway, but there’s an additional threshold for romance as a consideration – and usually, once I’ve hit that threshold with someone, we’ll be plenty capable of making interesting character dynamics between one another without the tangle of romance, so, why would I bother?

Nobilis is a game about being a shining chosen one who is inspirational and powerful and just passively better than everyone. There is a stat that makes you good at everything. If you don’t invest a single point into it, you still passively just beat mortals at what they’re doing unless they’re experts or putting a lot of effort in. They also have dramatic battles and rivalries with charismatic void-shadowed ideologues who want to destroy the world and usually have strong opinions about the Nobilis personally.

I have been informed that this is a strong setup for shipping.

And, I do kind of see it. Right? There is a lot of juice there – if I were to sit down, on my own, and write a romance set in this premise, I would have a lot to work from. But, as a player, it doesn’t really appeal to me, still. Not in a vacuum.

But, then we get to the rules the world presents.

It’s illegal for Nobilis to be in love.

Reading that makes me pause, you know? A rule is a flag, in an RPG. If a game includes a rule for something, it’s telling you, “hey, this is a thing that’s supposed to happen.” If a game includes rules for something that isn’t expected to be a part of the game, then, it’s wasting ink. Sometimes, you get games that write intentionally punitive rules to tell the players to avoid that subsystem. To be honest, I hate that, and judge a game harshly if it ever does that – but even then, what that does is establish the happenings of that subsystem as something that is expected to come up in the process of play had those rules not been there, and then flag the players away from it. There are no neutral subsystems, because their conclusion in and of itself is a statement.

The same effect occurs with the fictional rules.

A forbiddance on love recontextualizes how I look at the characters and their relationship to the world. For the in-world legal context, love is defined broadly – it’s not just romance, having a friend that you care about just a bit too much is cause for punishment. Having a hobby is too much. So, that law being present asks me, when it poses a puzzle box for me to solve. What is it your character cares about? How do they hide that caring deeply enough that it doesn’t get used against them in court? How does it affect them, to hide that caring?

The presence of the rule makes me think about love more. It turns that into a threat vector – a dimension of my character that I need to consider in order to efficiently solve the puzzle of the world. How do I wrangle my character’s secret passions mid-adventure without being obvious about it? It’s the same sort of question as, how do I use my powers without accidentally breaking the masquerade, which Nobilis also asks – but it poses an advance consideration that twists the gameplay around it.

Lore and fluff

There’s a strain of discourse that I don’t terribly like.

…That’s it, end of statement. Apply that sentiment perennially whenever any RPG conversation flares up, it’s regrettably universal.

But, no. The thing is – I am, for the most part, dismissive of RPG settings. I just don’t tend to care that much. I’m here to see how the mechanics work out in practice and shape the gameplay, and to do character expression and interaction as I find fitting to amuse myself. (Core to this post is me examining a phenomenon this approach largely overlooks, and seeing if I can make a model of it that fits with my other interests.) There are only a few RPGs that can sell me on their setting enough to put up with their mechanics. Exalted is one, Nobilis would have been another were it not for its mechanics also being pretty good. At one point in my life, Shadowrun was as well, which should indicate a lot about where I’m at there. The settings that do sell me have cool and semi-unique concepts to them, and some details to explore if I really want to. Other than that, I really just don’t care too much. Lancer‘s setting may be much more complicated and politically nuanced than Hellpiercers‘, but that doesn’t matter to me.

I am not unique in this. In fact, I take it as a bit of a point of pride – when I see an RPG sold principally on the quality of its writing, it’s like when I see one sold on the quality of its art. It tends to be a bad sign about the quality of its formal rules, and being able to scrutinize that without being caught up in the other things is a valuable skill to have on hand.

However.

I’ve seen a few posts now (I understand how flimsy “I’ve seen a few posts” is in terms of discussing broader rhetorical trends, so, please consider this section to be founded solely on the basis of “this exists at least a little”) dismissing “lore” as a concept entirely, generally criticizing RPGs for including detailed settings beyond the broad-strokes at all. And this has been reflected in at least some volume of recent game releases. Hellpiercers, one I just mentioned above as not having much of a detailed setting, is almost entirely aesthetic – gnostic violence, go fight demons of various flavors, that’s about it. Draw Steel has caught a fair bit of flack recently for shipping with what is in essence a generic D&D-like setting without many details, that then honestly tells the players not to care too much about the setting because it doesn’t matter. There’s more of a push towards collaboratively making settings for a specific campaign, formalized a la Fabula Ultima or left to the table’s devices to figure out. And, specifically, an undercurrent that this is the [correct] way to do this, that there is an inherent fault with an RPG shipping with a detailed prebaked setting and history, because that lore [does not matter].

Now, the reason I don’t just shrug and accept this is what I mentioned above – sometimes, games with complicated settings do hook me. Lancer didn’t, but Nobilis did – and had both been written by Hellpiercers, I would never know which of the two I had missed out on. Both would be a shrug, and one of my favorite settings wouldn’t exist anymore because it was just an aesthetic gesture. However, personal taste is whatever. “Well, I like that thing” is an understandable response to “this thing is always bad and should not exist,” but it doesn’t really lead anywhere, nor is it even particularly compelling to the prosecution side. There are plenty of things I dislike to the point where I think they fundamentally fail and should not exist, especially in RPGs, and the fact that people enjoy them doesn’t dissuade me in the slightest. Rather, I think the more valuable protest to raise is towards the point at the end – that lore does not matter to gameplay.

Exalted has a long and complicated history. It has many locations in detail, oodles of named characters, many millennia of history to cover dating back to the literal creation of the world and mythical super-war that usurped the initial rulers of that world. It’s a mess of lore. The exact sort of thing that [lore is a waste] would be addressing as a take – and yet, it all matters. Most of the various Exalted types lived through those intervening years, and directly shaped them. Most of the big dangers that come after you spring directly from that history. The ancient Primordials still hold a grudge, and they’re the ones plotting to conquer the world now – or, their ghosts, who are plotting to destroy it. The primary minions of those ghosts are the ghosts of old Exalted, direct historical figures empowered even further to resolve ancient spites against long-dead empires. (Long-dead empires you might have lived in. Or ruled over.) Exalted have very extended lifespans, making the history that can be relevant to you much longer. Terrestrials are some of the shortest-lived, able to last past a thousand years if they don’t get killed gallivanting about (most do), and the higher-power Exalted will live ten times that long. A Lunar that only remembers one lifetime ago can easily still reach the past before the latest dramatic betrayal of the rulers of the world, even if they’re much behind the ones whose reincarnation-history lets them extend really far back.

And, in part, all of that is written by the players on their own. They write what empire they made and what scars they left on the land and all that. But that’s done within a larger context. Terrestrials are informed, first and foremost, about the big familial politics between various Terrestrial families and their squabbling for control over the Realm. Anything a player writes, then, is situated within that. How did they set up their own satrapy to rule with an iron fist? Sure, a player can write as they see fit (and connect it into the sourcebook about whatever location they picked, to find out, oh no, there’s a Deathlord running a ghost cult in this direction), but once they write it they have to explain how it ties into that broader struggle. How House Cynis turns a blind eye despite the social obligation you have as an heir because of how your donations carefully avoid the eye of the magistrates and thus they serve as an excellent semi-legitimate front for the trafficking of yadda yadda etcetera etcetera. That, then, becomes more plothooks. The GM can pitch new nonsense coming out from the imperial core to bother you with social obligations, while the Bodhisattva Anointed By Dark Waters is causing problems for you right here, and now you have to wrangle your situation on two fronts, f’rinstance. (Exalted characters aren’t all named like that, but a sizable portion of them are, and it’s excellent.)

The focus on dismissing lore, in my experience, is principally from the angle that [if it doesn’t factor into play, you shouldn’t include it]. The thing with Exalted as a counterexample is that its interest in geopolitics and longstanding history informing the material present you navigate, and the emotions of the past bleeding into the future, as part of gameplay, means that it does factor into play, quite a bit. In fact, that potentially provides a(n overly vague) definition for what I’m discussing as being rules from lore: [lore that factors into play].

And if that sounds a bit familiar… let’s talk about [fluff].

Suppose you have a ray gun.

(This isn’t Exalted. They do sort of have ray guns there, in a hodgepodge that also contains flamethrowers, conventional firearms, and wands that shoot magic beams (which are kind of just ray guns already if you think about it) with firewands and essence cannons and whatnot, but let’s ignore that. Generic sci fi game. With mechs. (Actually, Exalted also has mechs, kind of.))

It’s, you know, a ray gun. 3d4 damage (damage works by rolling your damage dice and every result that’s a 3 or lower marks their damage track, so it’s pretty consistent). It shoots a ray. Go figure. Probably makes a pew-pew noise.

Actually, you think making a pew-pew noise is a bit silly. You like your sci-fi more serious. GM, is it okay if it doesn’t do that, and just shoots the ray?

Probably, right? That seems like a weird thing to get super persnickety about. It also seems a bit weird to care that much about it, but, on the other hand, what difference does it make, really? If it doesn’t change anything, and it makes the player happy, then go for it.

That’s fluff. The bits that don’t really change anything. The disinterested shrug of writing.

Now, that seems rather counter to a lot of what I’ve discussed thus far. And it is! But, because of what I’ve talked about, you might be primed to start challenging the notion. If there’s rules from the writing, what’s all this about? You can’t just say it doesn’t matter that the ray gun goes pew-pew! Beyond aesthetics being important for tone and themes in their own right, what if the players go on a stealth mission? They just swindled a free silencer out of you, if you think about it! That might be important. Is the game written so sneaking around matters a lot? We can’t just rubberstamp this.

And, in short – it is counter to what I’ve talked about, yeah. And those are good things to bring up. If the game itself handles weapons and volume levels through formal rules, then you’re in a better spot – but it probably only does that if it cares a lot about stealth. If sneaking only happens occasionally, and it’s on your understanding of the world to interpret mechanically, and their ray gun has been described as not making a sound, then, what seemed like fluff sure wasn’t after all. That was hitting on the parts of the world that make their own rules, and you accidentally gave an advantage for free.

So, let’s define our limits. Simple enough. [Fluff] is anything you can change and it doesn’t really matter – not just in terms of the formal rules, but in terms of the fictional rules that came up and we’ve been concerned about. That means the history for Exalted does not qualify, since it directly impacts the gameplay and character premises – but whether a ray gun makes a sound might qualify. It’s not exactly a precise definition, since those boundaries are very contextual, as are where the fictional rules cover, but it is a guideline to work from, and it gives us a clear answer when we mispredict. If we refluff something (that is, say the ray gun is silent now) and it comes up as a gameplay change, now we know that wasn’t actually fluff. If we really wanted to experiment and sacrifice a bunch of gameplay time on that altar, we could try refluffing certain parts to identify fictional rules as we break them.

The formal rules aren’t silent on this subject, either. They’re the overarching source of hard lines, things that you can never refluff – if the rules say the weapon makes a Rating 3 sound, then, as far as stealth as concerned, whatever your fluff was, you get a Rating 3 sound. (Do not ask me what the rating system for sounds is.) That means, in terms of fluff, it gets harder to excuse it not making a sound for aesthetic reasons, and even more difficult to argue that you can leverage that lack of sound. However, that’s a bit self-contained. Presumably, we know from the formal rules how a Rating 3 sound factors into the stealth subsystem. Suppose we had a nice suit. It costs 500 more SpaceCoins (it’s crypto, the author includes some very questionable sidebars praising the idea) to get a nice suit over a stock-standard one. If, while wearing a nice suit, you got +2 Swindle, then, fair enough. Maybe I’ll slot that into my build. But. What if it didn’t? If the nice suit, the 500 additional credits sunk in, bought you nothing in terms of gameplay? My first answer, as someone drawn to mechanics, is “thanks for including trap options, this dev is annoying (I mean, just look at their crypto takes) and any player who invests in this is willfully throwing.” And, like, sure. That’s a cool opinion, I’m very smart and charming, a parade is thrown in my honor. Every single one of you reading at home agrees with that, I’m sure. But, digging a little deeper. If I, as a GM, were to read that, and didn’t just tell my players not to bother with it – what does it mean, that that’s an option? A more expensive option, when more expensive options can also offer you armor or ray guns that go pew-pew or whatever else?

Probably, it means that it does mean something.

If a player paid 500 extra SpaceCoins to look sharp, then… well, then what? People respect people who look sharp, I guess. Maybe a social bonus? Not a mechanized one, they’d tell me if it gave +2 Swindle, but, maybe it makes people predisposed to like them? Or, treat them as an authority, at least. That’s a thing people do when people are dressed in nice suits. It produces fictional positioning, that sort of thing.

The existence of that as an option, as one it costs to invest in, distorts my understanding of the fictional rules. Because you can spend a resource on getting that suit, it has to, somehow, be an advantage – and if that advantage isn’t in the formal rules, it must be in the fictional ones. (This isn’t necessarily a valid assumption, but, like I said. If that isn’t the case, I scoff at the game and hold the developer in contempt. Assuming it means something is an offer of respect and trust.) Therefore, there has to be some system of fictional rules that reacts to how the players appear, and gives them bonuses or penalties based on that in some way. Even if nowhere in the writing is that discussed, that piece of gear signaled to me that that fictional rule exists! It’s not the most efficient use of mechanics, but it happens. (Sometimes, it happens when you don’t intend it to – formal rules are flags, after all.)

There is one other significant source of fictional rules. In fact, I think it’s the most coherent explanation for the dismissal of lore, despite its utility in establishing fictional rules:

Genre

I like Monsterhearts.

This one isn’t a guilty pleasure. It probably should be, but its formal rules are crafted in a way I admire, and, like I mentioned, I enjoy reading romance stories enough that the genre the game is built on (teen paranormal romance) isn’t a direct turn-off for me. The prevalence of sexuality in its framework is something that does nag at me, so it’s a sometimes food, but, unlike Exalted, I don’t feel the need to interrogate myself to find out why I enjoy it. I know why.

Monsterhearts doesn’t have lore, really. It has some suggestions on how to set up the world, and its mechanics certainly offer implications for the world, but, you can’t sit down and read the history of the city it’s set in, you make up your own. All the game has to offer on that front is what it’s like – an impression of the story, not the details.

Monsterhearts is a game replicating a paranormal romance. You’re high-school-aged, it’s the modern day, your characters are various monster types (those get mechanics) as analogies for unhealthy emotional and interpersonal patterns (those also get mechanics), and the details are…

Well, you’ve read a paranormal romance, right? Give Riverdale a watch or something, you’ll get it. (Disclaimer: this is a hypothetical, I do not condone or recommend watching Riverdale. As an Archie Comics fan, everything I hear about that show makes my eye twitch.)

Monsterhearts works by relying on a familiarity with [how these stories are supposed to go]. And that familiarity comes from the context of other art – in this case, a literary genre. Watching Buffy or reading Twilight or secondhand-osmosing the details of those from people who have experienced them gives you an understanding of how to highlight the adult characters as authorities but not really reliable or safe in the way they need to be for the big magic ritual to force someone to fall in love with you to work out (and for you to know that magically forcing them to fall in love with you is not going to be allowed to work out). Some of these conventions are mechanically reified, you literally heal more if you have someone intimately tending to your wounds, but the fictional rules bulwark every part of the genre that the formal rules don’t, and give you an understanding of what the formal rules are trying to do. Heck, I mean – consider, if you will, a D&D-like where the healing rules give you more oomph if another person tends to you. That’s something I wouldn’t be surprised to see, it’s rather intuitive. It wouldn’t mean much to me, beyond the gameplay incentives it offers. However, in Monsterhearts, where the teen relationship drama literary genre is central to understanding the fictional rules, the genre conventions of what it means to have The Girl bandaging up the broody werewolf boy after he got into a scrap tells me a whole lot more. That signal exists because of prior familiarity with the genre.

In other words – in Monsterhearts, and in similar games where a genre is load-bearing to its fictional rules, the lore would be fluff. Monsterhearts has a few examples of play scattered throughout, and one could take world details from those specific games being described and insist them being canon to the world of Monsterhearts. However, those details being changed, or not present at all, doesn’t actually change any of the fictional rules, because those come from the genre, not the details.

I think, core to the aggressive disinterest in lore, are two distinct takes:

  1. Genre always provides a sufficient stable of fictional rules, and with that support established lore becomes superfluous and interchangeable.
  2. I prefer games where genre provides a sufficient stable of fictional rules, and with that support established lore becomes superfluous and interchangeable.

Argument 1 is one I understand why it comes about, it just is patently false. This happens a lot, so I try not to hold it against people too much when they have takes like this, but you can find so many arguments in RPG spaces that amount to “X type of game does not and can never exist, on account of I specifically have not encountered any and don’t enjoy the idea enough to seek out counterexamples.” That’s one of the reasons I started with Exalted for this post, as it’s a game I think it would be almost impossible to claim doesn’t require its lore to function as it does. A friend codified this pattern as a “totalization”, including a few of the followup arguments that tend to come about when someone making such an argument is presented with a counterexample. In general, if you ever encounter an argument like that, I recommend going out and searching for a game that does what’s being claimed is never done. In all likelihood, that game exists, and will be an interesting object to consider!

Argument 2, on the other hand, is entirely coherent. People’s tastes are what they are, and understanding that is valuable. I can’t even entirely criticize the extension [this is my preference, therefore everything that exists should accommodate it] – I think that’s a problematic stance in many ways, but it is also mine. I prefer RPGs to be mechanically rigorous and minimally reliant on fictional rules, and my criticism is fundamentally oriented in the direction of pushing games towards that shape. Inarguably, this is not to everyone’s tastes, and yet, I stand by that angle of criticism all the same. Hence, while I do roll my eyes at this complaint, I’m a hypocrite for doing so.

Within the tastes of argument 2, however, is an interesting limitation.

You cannot write Exalted by relying solely on genre.

Or, at least, you cannot write an Exalted that gives the same fidelity of fictional rules that the proper game has.

Exalted is a high-power dramatic fantasy game of chosen ones with a large amount of xianxia influence. That’s a genre statement right there. You could probably build a game off of it. Or, at least, get a sense of some fictional rules for it. A hierarchy of personal power extending into supernatural extremes as an important social factor, but with a strong expectation of players and enemies both battling up the chain, gods as active beings and both sources of empowerment and enemies to take down, probably a light of high-special-effect fight scenes, wizards, oh and if there’s wizards there’s gotta be some sort of spooky monsters they can summon or control… etcetera. There’s a lot of aesthetic and conceptual signifiers to work from, that’s kind of the main strength of a genre.

And, on some level, I did just describe Exalted there! Those are all true aesthetic and thematic elements of the game, among other things. The image in my head of “chosen one high-power dramatic fantasy by way of xianxia fiction” looks like what Exalted looks like, for the most part.

But [fictional rules] aren’t just [aesthetics].

In the wilds beyond the world, gnawing at the seams and burrowing their way in, lie the Raksha – the Fae. These fairy princes clad themselves in majesty and glamour, and ride into the world to consume its most dramatic and compelling stories. Which usually means the Exalted and their adventures. They have the power to twist reality and trap people in illusions, and that which is solidly real is a bane to them. They are charming and dangerous, and they would be some of the most horrid villains in the whole setting if there weren’t also the dead and the demons and the gods and the- you get the idea. You can bargain with them, but they are piranhas and the world is a very large cow. You’re feeding them, not making nice.

This is parseable through an aesthetic lens. The dashing yet monstrous fairy prince who sweeps you off your feet is a classic. But what that ignores is that there’s a gameplay paradigm here. A Raksha isn’t just someone charming and dangerous, people like that are a dime a dozen in Exalted. They’re, in a way, a metanarrative puzzle – how do you, as a player, orchestrate it so that you and the place you want to protect isn’t interesting enough to the fae to become a target? Being boring is tough in Exalted, everything you do is dramatic and explosive. When viewing a fae as a predator, you can draw its eye by pointing it at somewhere more interesting and easily predatable – which most commonly means humans, since they are weak and have a strong imagination. Which makes protecting humans a puzzle in its own right. The Occult power lines often give some sort of ability to reinforce reality, especially if you’re a Solar, which can make places anathema to the Raksha and protect them that way, if you want an alternative angle to it. Just blasting them has options, bargaining with them is a lot more complicated – it’s an interesting puzzle to navigate around, to keep yourself conceptually safe, and that is not something you get just by relying on the aesthetics of the situation. “You have to find some way to maneuver out of a bargain with a dangerous fae” is a concept with genre touchstones, but the details of what that means come from the details of the world. Without those, you couldn’t actually do that, so much as just follow the motions of how that story goes.

There’s a similar type of enemy in Nobilis. …Very similar, in fact, in that they’re also fae-like monsters from beyond reality that ride in to consume what they find interesting and destroy the rest. Warmains all come into the world with a specific Test, some horrifying process of torment or menace or whatever else they use on a particular piece of the world (often a person) to find out if it’s worthy. Each one has their own definition of worth and what they’re looking for – maybe they put someone in Pit Of Burning A Lot to find the ultimate fireproof form, that sort of thing. So, getting a Warmain after you usually means a lot of being attacked by Flensing Demons (they flense you) until you prove yourself by handling that. Once you do, you get a congratulations, and then the Warmain becomes you, eating your identity and soul and all the rest. Most Warmains appear in a form that already passed their Test and got eaten in that way, meaning they embody the quality they admire. They just want more.

Again, this is a puzzle where being the cool hero the game sets you up to be is a trap. If you heroically endure the Test, not only do you go through a lot of torment, at the end, you get eaten. If you can swallow your pride and willfully fail the Test, the puzzle transforms into, how are you going to survive all those Flensing Demons – and how will you do so without technically having succeeded? If you create or find something that fulfills their ideal even more than you do, well, there’s some moral considerations there, but, besides that, it is another solution, so getting that point is a challenge as well. Most keyly, just hitting them a lot isn’t going to work, because they tend to come back, usually more interested in you since you’re tough enough to manage that. Plus, Nobilis is a game built on having rules to your existence and following them under pain of mechanical punishment – the GM can write Warmains who Test in ways that you can’t easily brush off without having to weasel around your own character sheet!

There is an emergent narrative pattern to these concepts. It’s a fun one. Aesthetically, I quite enjoy both of these bastards. (My pride unfortunately means Warmains are the bane of my existence. I hate needing to fail.) But they aren’t just the aesthetics of it. I would be fine with a game that just had the narrative structure of the scary fae who’s here to eat you but maybe it’s in a romantic way if you’re into that, but that wouldn’t have all the structural nuances of either a Raksha or a Warmain. It wouldn’t be a puzzle to anywhere near the same degree.

In other words, despite there being a genre archetype that these enemies replicate, the details of the nature of their existence can’t be treated as just fluff. The lore is producing gameplay.

Reading is interpretive

I’ve talked before about a shared understanding as a key ingredient in RPGs, most often in a cynical light – the question of [what should happen] as an important element of play. The idea being, independent of or even counter to what the formal rules dictate happens next in-game, one or more players pipes up to comment “hey, I think this is what should happen next.” In a lot of discussions of idealized play, it’s taken as expected that the players share an idea of [what should happen], enough so that even if they don’t think of the same ideas per se, any other player pitching an idea under this logic should also fall under the other players’ understandings of [what should happen]. Some games bake that in more than most, and a lot of the culture clash you can find in the RPG scene comes from people with different intuitive baselines for that.

The thing I’m cynical of is the idea that it’s a shared thing. I’ve long held that other humans are inscrutable and hostile objects that must be analyzed and deconstructed slowly, and just naturally understanding what they think isn’t how people work – but, in this case, I think I have a better language for why, now.

Everyone’s understanding of the [fictional rules] of gameplay composes a set of internal rules, not social ones. There is a social punishment imposed if one player violates another player’s understanding, but the rules themselves aren’t applying to the group as a whole.

Consider the Raksha again. Suppose I read all the lore about them, their cool aesthetics and concepts and etcetera, and I go, “oh boy, a dashing monstrous fae prince to sweep me off my feet!” This is, in the parlance of Exalted, an understandable conclusion to reach. (It’s implausible that I specifically would reach that conclusion, but this is a hypothetical alternate reality version of me or something. Maybe it’s you instead, dear reader.) And so, my internal understanding of the fictional rules is shaped by those tropes. I commence flirting. (Exalted has some solid mechanical infrastructure for flirting. Take of that what you will.)

Later down the line, the Raksha ends up consuming my mind, because letting yourself become vulnerable to something that consumes imagination and excitement is an unwise move. So explains the GM. Under their understanding of the fictional rules presented by the text, the Raksha are ontological predators, and I just made the exact moves necessary to be real easy feeding.

Which of us broke the fictional rules?

Neither, right? But from another perspective, both. I did not follow the correctly laid out path in the GM’s understanding of the world, nor did the GM follow the correctly laid out path for mine. I didn’t have the GM’s internal understanding of the fictional rules on hand, nor did they have mine. I’m not happy, because my internal rules were broken – but if I tried to protest that, however much I cite the text, so can they. We both read it and came out with our own internal rules to follow. We just didn’t get the same ones.

This is one of the big reasons I don’t like this sort of design. It’s all subjective and internal and messy. The process of translating lore to internal rules is one of constantly asking the question, have I read this text correctly? Have I identified the important parts and distinguished them from the fluff? And, can I expect that the other people I’m playing with have read it in the same way that I did? There’s a significant risk if you get it wrong, too – not only can there be out-of-game social reprisal, even just within the context of gameplay, a jarring shift and need to recalibrate your internal rules can take you right out of the game, in a way that makes it hard to get back in. Sometimes that can happen because of what the mechanics do – I’m of the mind that most disgruntled stories about unwanted character deaths come from a mismatch between fictional rules (of character death as a rare, impactful, and satisfying occasion to be built up to) and formal rules (once you hit -10 HP you’re out) – but the more fictional rules are relied on, the more a mismatch between two players’ interpretations can cause the same thing.

This is another, admittedly slightly mean-spirited, reason I dub them [fictional rules]. Not only are they emerging from fiction, they are fiction. The rules don’t concretely exist, in the way that they want to be treated as concrete. They form an impression of [what should happen], and an impression they remain. As someone who really relies on solidity, that bugs me.

That’s also the strength of fictional rules. Not the social paradigm, the impressionist nature. It is very hard to write a system of formal rules that [feels right]. That’s part of what the art of game design is, and it’s an unsolved problem. Fictional rules, however, can take it as given. They just need to write a piece of text that evokes a certain feel, and then get the players to take that feeling and interpret it. And, as we all know, writing fiction that [feels right] is a trivial task hardly worth mentioning.

(…I feel I ought to clarify just in case, that is a joke. Every art form is fractally complex, and writing is the rule, not the exception. It takes a lot of work to do well.)

The Raksha are a complicated menace, and, while as of 2e they had some very interesting mechanics for their nuances, they did not cover everything the concept could provide. Ventures into the ontological chaos they dwell in had some mechanical framework, but the conceptual details of what it meant were left to the fictional rules, which meant their concept could be more than just fluff. Exalted has several such interesting menaces, and the thing that makes them more than a parade of intriguingly-stylized fights and/or social encounters is that room for the fictional rules to act. For a premise like Exalted, I don’t think you could formally mechanize every aspect of the gameplay without room for interpretation – as much as I long for that sort of thing, there are dimensions of its worldbuilding that rely on that impressionism to really sing.

It can be hard to differentiate what does and does not require the solidity of a mechanic. For Exalted and Monsterhearts both, they specifically provide formalized powers to enact certain concepts and tropes presented by the world, which crystallizes them as important within the fictional rules, and also just makes them real. There’s no way to read those games without those aspects being solid enough to mean something, since, they made formal rules for the things, after all. Generally, predictably, I err on the side of mechanizing where possible. But both games work on what I described in the Ghost Engine essay as [aspic design] – the mechanics float in a sea of human interpretation, of fictional rules. I think the question, “what are the important steps of gameplay, and how do the players move between them?” is the key one to keep in mind, and, at minimum one of [an important step] and [how players reach that point] should have the solidity behind it to keep the game’s shape recognizable. The use of fictional rules is to keep things flowing smoothly throughout that process.

I think, also, this explains a lot of why the GM’s position is what it is in so many games. The GM is, in essence, a lender of solidity. The fictional rules are rules, but, as I said, they aren’t solid, and at some point players are going to disagree about the details. The GM is the player with the power to pull rank and declare their interpretation true – they are allowed to directly force their understanding of the fictional rules onto the other players, to make it true from then on. And, in a way, this does resolve a lot of the wibbliness of interpretation! If I read the text one way and got one set of fictional rules, but the GM understood it to have a different set, I am simply in the wrong and must change my interiority. It’s straightforward and clear, and that does have value, but it leads to a great many social knock-on effects and badwill that I don’t particularly enjoy. In particular, the undesirability of that social badwill tends to lead to play advice that clumsily attempts to democratize fictional rules, for the sake of not placing the GM as an antagonistic social force. The motives behind these are understandable, but they remove the entire benefit (as far as the fictional rules are concerned) of having a GM position at all. Even worse, if the GM is simultaneously the arbiter of fictional rules and the primary mechanical antagonistic force, the GM either has a vested interest in interpreting the fictional rules as punitively as possible, or is obliged to sabotage their mechanical role for the sake of preserving well-understood fictional rules and a healthy social dynamic at the table.

All of those criticisms apply to Exalted, in spades. Before I even get to criticizing the mechanics themselves, there’s a lot about how the game is set up that I just do not like, both philosophically and experientially.

And yet, it’s a game I enjoy.

I think that speaks to the power of a text interesting enough to make a complicated set of fictional rules, and the effort to puzzle that out. A detailed enough world-puzzle can be gripping enough to paper over many game design wrongs.

I don’t necessarily want more games like that. But I know many people who do. You might be one of them. And if you are writing a game that relies on fictional rules for many of its procedures – which, a lot of them do – then, I recommend reading Exalted. Reading Nobilis. Reading The Treacherous Turn. And then playing them, ideally with a GM who’s done it before, and taking notes on the fictional rules. On how you need to navigate the world, and what the game text does to inspire those as constraints it’s interesting on a structural level to work around.

Elaborate your worldbuilding a little! See what wrinkles you can add. What factors a PC might stumble over, if they don’t figure out a way around them.

It’s a way to make the gameplay more interesting, without touching a single mechanic.

Who signs their name? RPGs and authorship

Roleplaying is a creative exercise.

I forget this, sometimes. Pretty continuously, as a matter of fact. I play a lot of roleplaying games on a regular basis in my life, and I also do creative work outside of them. Every so often, I find myself frustrated at a lack of creative energy, and I try to figure out where it all went. Keeping in mind how much writing I’ve done in the games I’m playing gives context to that, context it’s easy for me to forget about.

It’s group storytelling, and that’s a fair bit of work. Everyone’s writing.

So, if you’re reading this and you’re a player, or especially a GM, give yourself a pat on the back and a bit of a break every so often. Whatever spot you’re in, you’ve been doing more creative work than you might realize. That’s something to be proud of! Honestly, you can probably count it as creative writing practice, if you feel the need to categorize activities as productive or they nag at you.

However, it’s not quite the same thing. Writing is an exercise in omnipotence, among other things. You sit down in front of a page, and it can be anything you set your mind to. You can make people up, and you can kill ’em off. You can invent new concepts out of nothing. There’s a lot of things you can write about, and nobody can really stop you. Which, heck. If that sounds fun, and the prior paragraphs are resonant? Consider this a call to action! Stop reading someone yell about a niche art medium and their hot takes on it, and go write something that satisfies you. Live your best life, and make what you want to make. It’s important. Writing is a lovely experience, and there’s essentially nothing in your way but the energy cost of getting started and keeping going.

That’s not true of RPGs. Those have a lot in your way. If you sit down to play an RPG, and just start declaring whatever you want, in the way that a writer would, you’re gonna make your friends mad at you. None of them came here to watch you be omnipotent while they sit around. If you want to arbitrarily make someone up and then kill them off, you’re going to get protests along the way. Probably, someone pulling out a rulebook to cite at you, saying why you can’t do that.

Writing doesn’t really have a “you can’t do that”. It has “you shouldn’t do that,” which is a different kind of thing. RPGs, however, are made of both.

When writing, you make something true by writing it. Or, semi-true. You can write lies. You can write through perspectives that lie about what they see! But writing something places it into the world, into the understanding of the readers. And that’s a simple action.

When playing an RPG, how do you do the same thing?

Well, probably, you write it. Or, speak it. (We’re having [writing] include [storytelling] here, so the distinction isn’t too relevant right this minute.) And then you look around the room for approval, and get a yes or no depending on how the other players react.

How the other players react is determined by the rules of the game, the roles you occupy, and the expectations of how it works. Or, in other words – “am I allowed to write this?” is the fundamental question that rules design is made to answer.

Mother, may I?

When playing a GMed RPG (which this post will mostly focus on, though I think it’s applicable to other dynamics), there’s an elephant in the room. The GM. When you turn to the room and silently ask for approval for the latest thing you wrote into the world, usually, they’re the ones who get to actually say yes or no. The other players don’t really have a vote in the same way.

They do have a vote in a way. If they ooh and ahh and go “yeah, that would be cool,” or something to that effect, that means something, right? But if all that happens, and the GM says no despite that, then their vote didn’t really matter.

A GM narrates a world. Narrating is, as we’ve defined it, writing. They say something, and lo, it is the case. There’s a chandelier in this room. The sun is setting. The captain’s impassive stare flickers, ever so briefly, with a smile. They can do this about almost anything, and have it be accepted. In fact, they kind of have to – if they don’t, none of the other players will have an idea of what’s going on, or have much of anything to do, beyond of their own initiative. Being a writer is one of the jobs of being a GM. A full writer. They have the omnipotence.

Suppose you’re a player, and a GM writes at you. “Your character opens the door, spots an old man, draws their sword and stabs him.”

What’s your first response to that?

Some variation of “What? No I don’t!”, right?

Now, that’s kind of an extreme example, and in less extreme versions, it can get blurry. But it makes the point well. The GM can write the world just fine, but if they say what a PC does, that’s overstepping a boundary, in a way that it naturally can’t be when a writer says what a character does in their story. The GM’s domain isn’t supreme, it’s just almost that.

In fact, let’s formalize that concept, it’ll be useful. An authorial [domain of authority] is a space where a given player has the power to write, as we’ve defined writing here. The baseline dynamic set up here gives the GM a [domain of authority] covering all the world, except for the actions of a select set of entities, the PCs. Each PC has one player, whose [domain of authority] covers the actions of that one PC, and nothing else. Nobody has quite the same level of power as an author of a book does, but the GM gets pretty close, and the players get pretty close to nothing.

Since social dynamics trend towards wanting to feel “fair,” for as nebulous a concept as that may be, it usually blurs a bit more than that.

Suppose you’re a player in this scenario. You have a thing you want to see happen. It’d be exciting, and cool, and satisfying, and, you know, whatever other positive emotions you feel like. How do you get that?

There’s a lot of answers, but, the simplest method, really – you ignore whatever rules govern what’s going on, you turn to the GM, and you go, “hey, wouldn’t it be cool if this happened?”

I’ve done that. A lot of people have done it, in my experience. It’s a pretty natural impulse, especially if you’re less cognizant of the power dynamics in authorship being explored here. There’s a person whose job it is to narrate things, you have a cool idea for them to narrate, go for it!

That’s a pretty straightforward expression of authorial power. The player had a vision of something they wanted to have happen or exist, and their actions made it be written into the world. It’s certainly extending beyond the limits of their [domain]. And it’s an entirely natural part of the dynamic!

But!

All of that is only true if the GM approves. If they go, “sure, that would be cool,” and exercise their authorial power to make it happen. The players haven’t actually gained adjudicating power, it’s more like, they’ve gotten a position as an advisor to the king. They can sway how things go using social pressure, but they don’t actually have a tangible authority to back it up.

Now, that isn’t to say that social pressure isn’t nothing. In fact, it’s quite a bit. In material terms, the authorial power of players can be augmented by stunts, and everything I wrote about how those work is just as applicable to expanding authorial power. A GM who gets a lot of “hey, wouldn’t it be cool if” pitches from their players can build up [no fatigue] and [yes fatigue] all the same, and the players will be able to get some, but not all, of what they’d like to author. In a game where it’s much more sparing, depending on the GM’s demeanor and the specific social dynamics at play, the players might get to be de facto second narrators, just because the GM is willing to rubberstamp whatever they propose.

Actually, it’s a bit worse than with stunts. Or, more intense, to avoid making it a judgement. The ambient social pressures of GMing as a concept are directed towards making the authorial balance more “fair,” and even if players don’t consciously propose anything, the GM is still on the watch for what might be implicit proposals. Among the expectations put on a GM are, they have to make the player’s actions meaningful in affecting the world, and they have to go where the players are interested in going. If the players express an interest in a facet of the world, the GM has to have enough there for their interest to be made worth it – and, whether that’s improvised whole-cloth or it’s part of an extensive prep suite that covers every piece of the world in interesting details, the details that get to be actually narrated are the ones that the players focus on, and that informs what future prep would be the most valuable. Player interest is the passive pressure that pushes the GM towards certain objects in their narration. Nobody wants to be the GM going on at length about elements the players are entirely tuned out for.

And if that’s the passive pressure, player actions are where it gets stronger and more, well, active. When the players take an action, and they mean something by it, and it doesn’t change anything, that highlights the power dynamic at play. If what the PCs do doesn’t matter, and the only thing the players can write is what the PCs do, then the GM really is a writer in full, and the players are just along for the ride. Now, I don’t actually hate experiences like that. I think they can be quite fun, if everyone involved knows that’s what they’re getting into. But, if not, then the impulse is to make things “fair.” And that highlights just how unfair this all is. You’d risk player disgruntlement, disinterest in what happens if they can’t meaningfully engage with it, and worse. Plus, following along the prior paragraph, one of the most consistent signals that a player is interested in something is that they have their character interact with it. The GM implicitly reads player actions as signals, as a result, and has to ensure the directions pointed at are both elaborated and dynamic enough that the players will be satisfied by what they find, and compelled by the changes they can make. When the GM presents challenges to the players, or decision points to shape the outcomes, they make this explicit – they write multiple things that may be the case, and then the players gain the power of selecting which one. That selection is both an expression of authorial power on the players’ end, or, pseudo-authorial, and a signal of interest to inform the GM in future. By getting into a good rhythm, the GM can loan out quite a bit of their authorial power here.

But, the inverse to all that is that if the GM doesn’t feel particularly swayed by these social pressures, they absolutely can just run it with the power dynamic as-is, and there’s not much the players can do about it. All expanded playerside authorial power comes at a loan, and the GM has the final say in where it goes and what it means. The players haven’t expanded their domain, they’ve been graciously invited onto someone else’s lands, revocable at any time. We request that they be a merciful king, but, as with everything else – it’s nothing more than a request.

Border skirmishes

Let’s talk about social interaction.

No, everything I just wrote didn’t count. I mean in-game social interaction. Character to character. Persuasion, more specifically – which is much more common in RPGs than it is in real life, proportional to other types of interactions. Trying to get someone to do what you want.

Let’s invent a strawman game mechanic. By which I mean, let’s use a version of D&D 5e‘s mechanics – not the version in the rules themselves, but the version I commonly see implemented by people who don’t want to bother with or don’t know about the slightly more nuanced attitude system in the Dungeon Master’s Guide. Roll 1d20, and add a couple numbers representing your bonus with Persuasion. If the total is higher than 15 (or some other arbitrarily-assigned number), the target does what you want. Easy-peasy.

This flanderized version of the mechanic, and, honestly, even the full version in the DMG, tends to ruffle some feathers. And you might have a gut feeling as to why, but, dear reader, I’d like to request you ignore that impulse, and try to think of it logically. Why is it that this prompts protests, and (in some spaces) calls to eradicate social skills from skill lists entirely? Why is [this person is the obstacle to us continuing, let us roll to bypass it] a problem, but [this cliff is an obstacle to us continuing, let us roll to bypass it] kosher? On a structural level, there isn’t actually much difference between the two. The presence of Persuasion as a skill is actively because people will appear as practical obstacles that the PCs must find a way to deal with, after all. What’s so different between “the guard lets you pass into the forbidden lands” and “you swim across the lake into the forbidden lands” as results of gameplay?

Or, if you’re the overly clever type to try to outthink any puzzle sent your way (in which case, so am I, I tip my tiny hat to thee) – why am I asking this question, and why in this blog post of all places?

The trick is, this is an intrusion. It’s the players stepping on the GM’s [domain]. Now, in a way, all of these examples are intrusions. If a player wrote “the door unlocks when I try to open it,” or “I climb up the cliff without issue,” the GM would be well within their rights to waggle their finger and demand a roll, or forbid outright. But, the output of such a roll could then, itself, write “the door unlocks,” and the GM would accept that, even though it is indeed writing under the GM’s domain. But. If the system wrote “the guard decides these people are trustworthy and lets them pass,” that’s not just writing into the GM’s domain – it’s specifically writing into character psychology.

Characters are complicated things, in an RPG. They kind of have to be, for players to have anything to play with (after all, their domains are so much smaller). The GM’s characters are necessarily less complicated, to avoid completely overwhelming them, but they are still afforded complex dimensions to write about – motives, fears, desires, backstories, whatever. You know, characterization beats. A social roll letting the players write over things like this is more of an affront than if it allows them to write over other parts of the world, because characters are more sacrosanct. You commonly see complaints that diplomacy skills function like mind control, but not explanations for why mind control is less agreeable than the body control of forcing a locked door open. It’s taken as a given, when you get down to it – characters are a more deep and true aspect of one’s domain, and so it is a greater act of war to be pierced to that point. Players don’t get to write into characters they don’t control, and the system seemingly allowing them to do that is seen as a violation.

This does go both ways. In fact, it goes stronger the other way, in my experience. The character is all a player has, remember. So the GM writing into what a given PC does, or feels, is something I often see balked at in the strongest possible terms. I see a lot of GMing advice frame this as one of the greatest crimes one can commit – narrate everything about the world, but never touch a character’s interiority. You can present them hazards, challenge them and try to frighten them, and, perhaps, you should! But simply writing, “you are afraid,” that gets criticized, quite a bit.

Now, I don’t really agree with that. Honestly, I’m a big fan of cerebral narration in my RPGs, what people are thinking and feeling, and when I GM, I’m happy to present players with things their characters face, and include “here’s something you feel about it.” You can nudge characterization in interesting ways, if they’re feeling a bout of nostalgia and we haven’t seen them like that before. I honestly solidly recommend it! If you have a group that’s comfortable with it. But, if you don’t have players comfortable with that, this is why – their character is the limited domain they have authority over, and psychological interiority is presented to be one of the most sacrosanct parts of someone’s domain. Narration like that is an invasion, if they aren’t on board with it.

There’s ways to set things up without being an intrusion. Triangle Agency, for instance, which also has a lot more fascinating tech and this is honestly one of the less interesting parts of it so please check it out, has these, as part of character creation:

It’s a set of three relevant NPCs to whatever your mundane life is like. (In this case, your mundane life is a cover identity on the run from a checkered past. “Mundane” is relative, okay?) And control over them is explicitly handed over to the other players, rather than the GM. Those players then control those NPCs whenever they show up, which they’re supposed to do semi-consistently, and the GM has no say over it.

That’s an intrusion, right?

Well, no, is the thing!

The game itself has set this up as a convention. It’s something everyone playing is cognizant of, and has formed their understanding of the domains around being the case. Each player’s domain to write in is their own PC, and the actions they take… plus, the companion NPCs to the other players that get handed to them to control, and the actions they take. The GM’s domain is the entire world, except for the PCs and their actions… and, except for all of these recurring companion NPCs, and their actions. When a companion NPC shows up and a player starts controlling them, the GM won’t internally get upset and then remember that this isn’t their department – it’s already been established, and so, it’s not an intrusion.

Advance warning

There’s a particular sort of RPG horror story, one which I encounter much less of nowadays but do still spot here and there.

The short of it is, in essence – I’ve got a cool campaign set up to go explode the evil Renraku skyscraper or what have you, but the players have all made characters that actively don’t want to do that and are refusing to play what I’ve set out for them. They all want to run around ignoring the premise of the campaign as I pitched it. What do I do?

Now, the reason I don’t encounter this sort of thing as often nowadays – I hope, it’s quite possible the actual reason is I’ve just moved to healthier RPG spaces and I don’t see the bad stuff – is it’s now generally understood wisdom that you do in fact need to build a character to fit the premise of a campaign. If the game is being pitched as about hunting a dragon, don’t play someone who refuses to hurt dragons – or, at minimum, make it so they’ll make an exception for this one.

In other words – this is another constraint on the authorial power of a player. When they write a character, they have to write a character that fits into the story they’re in. If they don’t… the character doesn’t fit, and they can’t really play the game and continue the story, right? At best, you get the party puttering about doing something else while all the GM’s prep and interest is wasted. That’s not a healthy result, so, this becomes a solid restriction in writing.

Now, interestingly, this is a restriction on something I haven’t talked about up until now. It’s a restriction on character action, too, in that players are not supposed to narrate actions that will fundamentally take them out of the path of the game, but usually that’s a broader space it can cover. In the initial setup, when a player is writing their character into existence, that’s what’s being constrained. Their options go from everyone to “everyone except Jane Doesn’t-Like-Hunting-Dragons.” The end result of their backstory, whatever else it yields, has to be someone who will go play the game as it has been pitched to them. A constraint on the backstory step, as well as the backstory step itself, is new.

There’s another particular sort of RPG horror story, which has also fallen out of fashion. The person who shows up to a game with a veritable tome of backstory, establishing powers, world elements, and whatever else their heart desires. Someone using the backstory as a vector to establish a whole bunch of nonsense about their character and the world, because, they can write anything, now can’t they?

In other words – creating a character, and the context around that character, is an authorial affordance to the players. A much bigger one than they’d get anywhere else.

When in the midst of play, narrating a whole location as a player is a significant faux pas. (Unless the game is actively set up that way, or your GM is happy to rubberstamp almost anything – and even in those cases, it’s significant.) Narrating dangers, even moreso. Just suppose Jane Doesn’t-Like-Hunting-Dragons were to announce “suddenly vampires attack” in the middle of the GM trying to set up their complex political dragon-intrigue (I may have lost the plot a bit, but that’s fine, so did the GM). That’s not fair! Jane can’t do that! She’s stepped way beyond her domain as a player. Writing things like that is solidly the GM’s job.

But, suppose Jane came to the table with her character pitch, and in her backstory, wrote about the secret volcano-island where she was raised in secret by a group of humans hiding out from the vampires that ruled the land. Taught strength and honor and to not hunt dragons, or whatever else.

Well, that’s just cool, right? It’s an interesting tidbit of worldbuilding, and gives some context for Jane’s cultural background as a character. It gives the GM something to fit into the larger world, too. It might be a bit out-of-genre, and then you need to discuss that – but what it isn’t is an overreach. Jane totally had the right to write all that, even though she never could’ve gotten past sentence two if this was in play.

In the setup phase, then, the domains are different. Each player has the right to establish parts of the world, including locations, groups, and significant enemies to be faced in the future. They don’t control these elements past this point, but they can create them, and inject them into the wider domain of [the world and the plot of the campaign], which the GM still controls.

The GM once again maintains veto power, these are injections into their domain, but they’re expected to take a much lighter touch. “That’s cool, let’s see if we can make it work” when something doesn’t fit, rather than the fundamental affordance given to the GM and not the other players – “no”.

For some games, this isn’t just an implicit step. In Legacy: Life Among The Ruins, and actually even dating to the original Apocalypse World, the build choices you make when creating a character explicitly include elements they add to the world, and you’re allowed to customize the details. In a sense, this is more constrained than just getting to write anything you want into the world, but it’s also definite. The GM isn’t allowed to veto the existence of giant rampaging monsters, when you take the playbook with this move:

In fact, a lot of the options you take in character creation fill in these details in an authorial manner. Depending on the stat spread and build options you pick, you establish a history with the other players’ factions, landmarks to exist on the nearby worldmap and explore/be threatened by, and more:

These are, again, authorial powers granted by the system in a more specific way, but each player option gets these, tailored to the concept they represent. When I played Legacy, I got to play the zombie apocalypse faction from one of the expansions, and picking that option tinged the whole area and themes of the story with the genre of, [this is now in part a zombie apocalypse story]. I got to add a haunted asylum to the map. The specter of GM disapproval did still hang over all of this, but, in codifying these powers, it made it so that being a player during the setup phase of the game was, very directly, being a writer. This is the step where you can declare things to be true.

Fabula Ultima takes it one step further. The entire initial setup of the game, world, villains, and all, are done as a collective effort. Rather than backstory-elements being written within a broader context the GM establishes, essentially, everyone has room at a collaborative writing table to figure out what the world looks like, and what big bads you’re gonna be hunting down. In terms of individual authorial power, this is kind of a reduction, since collaboration is always a headache – nobody can just say something and make it so, they’re subject to vetos or reinterpretations from everyone. But, in terms of how the power is distributed to players vs the GM, the GM has no special privilege or dominion over the world – their ideas are just as vetoable as anyone else’s.

Except…

There’s an inherent followup step. Right? To all of this. A step where you transition from [setting up the game] to [playing the game], and the GM regains control over their domain. And that includes interpretive power. Everything the players get to write in at setup time become subject to GM focus at run-time. In all of the games mentioned, and beyond, whenever I write stuff into the world I’m excited with, it’s always tagged with one thought:

“I really like this, I hope it comes up.”

The setup phase gives players authorial power far greater than they’re usually allowed when in play. But, for that authorial power to actually be impactful, it has to come up in play. And that remains the domain of the GM. So, for as excited as I get about what I conceptualize, and as excited as I try to get everyone else about it? As a player, all I can really do is hope.

Mightier than the sword

Fabula Ultima has another ingredient to its authorial power dynamics. The players have access to a metacurrency (“Fabula Points”), which, alongside being useful to boost failed rolls, has:

(The GM indirectly has an analogous metacurrency, each major bad guy has a pool of “Ultima Points” that can also be spend to boost rolls, but they don’t have this authorial utility – instead, the GM’s implicit control over their domain lets them write things for free.)

The strongest use of this, in terms of how much it lets you write, is if you’re in an unspecified context. You can introduce a whole location to the map, and, as presented, unless that location is within a wider defined context, the GM doesn’t get to veto it. That’s pretty nice! But, in any context other than that one, the GM’s veto holds. You can spend a Fabula Point to propose an idea, in other words. (It can be thought of as a formalization of the fact that you can already do that, just in social terms, by speaking to the GM as a person.)

Even so, it is a pretty significant possibility for the players to intrude on the GM’s domain. Fabula presents itself as fairly radical in democratizing the authorial power here – it’s hardly the only game to have a mechanic like this, Wilderfeast and even Exalted 3e have options to add things to the world or local context (and both are similarly constrained by GM approval), but these things do indeed let the players be writers more than games where the GM just ignores all proposals and writes everything themself. And, while Fabula, Exalted, and Wilderfeast all could totally be run by a GM who just vetoes every proposal that reaches their desk, an argument could be made about that violating the [spirit of the game], or some other such intangible failure. Whether that argument actually sways the GM is hypotheticals on hypotheticals, but rhetorically, it’s a stronger leg to stand on, at the very least.

Curiously, however – remember what I said just a moment ago? Fabula Points’ usage as a limited capacity to write is a second utility. Alongside a primary power – juicing rolls to ensure success. Making sure you win, and win as hard as you can.

Instrumentalization beckons, in other words.

The value of a Fabula Point is penned to a gold standard. It can be about +3 to a roll, more if you rolled really badly, more abstractly, [a decent shot at converting a failure to a success]. From an instrumental perspective, an expenditure of a Fabula Point on world details wants to be at least as valuable as the benefit difference between a failed roll and a successful one. Now, the calculations for this are actually made a bit complicated, since “a villain appears and attacks immediately” would be a net gain thanks to some other elements of how villains work in the system, but, in broad terms, it’s about what you’d expect. A point expenditure to introduce a convenient bridge across the chasm the GM presented as a threat? Great! Effectively an autopass for multiple rolls. A piece of set dressing or character introduction you think would be cool but don’t benefit you any? Inefficient! There’s a few cases where it’s worth it to spend a point inefficiently over not spending at all, and there’s room for splurging unless you’re really feeling the squeeze, but, again, if you’re just thinking instrumentally – authorial power becomes [resolving things more efficiently than the game mechanics allow] power. And, of course, then a GM needs to be on watch for the players making proposals that earn them too much benefit. Being locked to a gold standard goes both ways – if a Fabula Point can resolve a whole adventure, then actually spending them on rolls is a significant waste. And then things like [no fatigue] are back in the conversation.

In other words… by putting instrumental play in the pot, suddenly authorial power in the hands of the players is a lot more muddled. (Which might be one of the reason why it’s “safer” to let the players write in the setup phase.)

From a perspective of writing a story, fully instrumental play is really inefficient. Things are already bad enough that the power is divided so unevenly – the GM having to over the whole world and piecing events together into some semblance of coherence, while the players just handle the characterization for one guy. But, even when distributed more evenly, if everyone’s playing to win, it’s still a mess. Heck, see just two paragraphs ago. “Gosh, it’s a good thing there was this convenient bridge across this chasm” may be a series of events it makes sense for a player to try to write, but, is that compelling? Is that satisfying? From a perspective that doesn’t care about if the players are winning or losing, that’s pretty bad. In practical terms, it puts the players in the role of actively sabotaging the story. They want to make it go as smoothly and conveniently as possible for our heroes. If the GM isn’t working to make that thematically coherent, it won’t be, and they’ll be facing a major uphill battle to do that.

Commenting with finality on what makes a good story would be rather arrogant, even for me. But I do think it shouldn’t be that controversial if I posit that a story where the heroes win all the time as efficiently as possible wouldn’t be considered the most compelling. And, to be clear, I don’t just bring this up for the idea of compiling an RPG’s playthrough into a story after the fact – I mean in terms of experiencing the process of play on the dimension of it being something narrative-like. Finding interest in the paths the characters take and the way the world evolves. If those paths are all efficient, effective, and calculated… I don’t think that priority is entirely satisfied.

Really, this is a muddle that exists in storytelling’s priorities, even pushing against itself. So the problem is arguably fundamental.

Have you ever read a romance story?

I have. They’re a not-terribly-guilty-but-still-slightly-out-of-character pleasure of mine. There’s also quite a lot of them out there. Love is a popular topic of art, turns out! …Ish. Romance stories, a lot of the time, aren’t actually about romance, in the way that D&D is about fighting (ie it’s what happens most of the time). Rather, they’re about the process by which one gets to a romance – they’re about romance in the way that D&D is about beating whatever enemy is set to be the big finale. You’re focusing on the process to get there, and once you do, you stop, because the exciting part is over. Usually, for a romance, the process is a lot of heartbreak, misunderstandings, emotional turmoil, occasional kidnappings, that sort of thing. A lot of failure and struggle to move in the direction of the endpoint, and the tension of that is the fun part.

I’ll call this the [romance problem], and I immediately think this is a misnomer, because, I really like that sort of thing. I don’t think it’s a problem at all. But, relaying a perspective from the people in life for whom love is not just a fictional conceit, this can get pretty frustrating. Sometimes you do want to see the experience of actually having a healthy loving relationship mirrored, and focused on, and when everything presented as “a story about love” isn’t doing that, it’s a consistent letdown.

RPGs, by their nature, are shaped by the [romance problem]. They’re only able to structurally support what their structures are built to support. D&D can’t continue once you take out the last enemy, unless bam there’s a new enemy to be dealing with. Lancer doesn’t continue if you decide to quit your government job shooting at tyrants with a mech for a more peaceful life, unless that life is significantly not peaceful. A romance has to stop once the characters make nice, unless they continue to be emotionally tense and difficult, or we shift to focusing on new characters doing that. Or, unlike RPGs, they just shift to a different tone about them – but a romance story RPG would mechanically structure around the difficulties and failures to connect in a healthy relationship, and you’d be fighting against it all the way.

Now, let’s imagine a romance where the characters resolve their misunderstandings and obstacles at the first opportunity, laser-focused on making this connection work, and the world rewards them.

That… actually sounds pretty funny. But it sounds funny, you know what I mean? That’s a gag of a story. It’s lampshading what romances are like. It doesn’t actually satisfy the people who want to see a story about a healthy relationship, because it’s still in the shape of overcoming tribulations and miscommunications – but I’m not too pleased, either, ’cause where’s the drama! Where’s the characters failing because of who they are? Taken seriously, one might be able to enjoy it for what it is, but it doesn’t really satisfy the interests of what it’s presenting as.

Giving expanded authorial domains to the players ends up with stories like that, if the game has a goal and the players are being instrumental about it. In a way, that happens even without a more equitable capacity to write in the hands of the players, but it’s so much moreso. Hence, for games built for goals, writing has to be constrained playerside, like any other tool in the box. In Exalted, it’s a 1/scene roll you can try, and only have a meaningful chance at success if you invest in a skill which has that roll as its primary use. In Wilderfeast, it’s entirely happenstance if you roll luckily enough to have spare successes to burn on details, and they aren’t all that impactful. Fabula Ultima has a whole metacurrency with a different consistent use case. None of these games could actually just let the players write things unabated. If they did, they would have to remove their focus on instrumental play entirely, and they’re all designed for that. So, instead, these limited affordances exist, and the games can only hope that a vigilant GM and maybe a sense of restraint on the players’ side will keep things in bounds. We can only have the romance problem if the main characters really are struggling – the more they can just write their way out of it, the less they will.

Fluff and mirrors

This is a situation where Legacy‘s approach fares a bit better. You have options like stat arrays, specific powers from certain lifestyles or doctrines, and in a section for each playbook they list bundles of abilities that form various playstyles when combined. The game is interested in composing a coherent build for your faction, with particular strengths. And, when you do that, the options you’ve taken inherently invite your narrative context to fit in certain ways. It’s also possible to pick options for their authorial hooks and get a build from that, but, you will be mechanically disadvantaged to some degree, that’s the natural price of not focusing on instrumental logic. Legacy by its design tries to allow for both approaches, and it works, to a decent degree.

This format is how a lot of more mechanically-dense games make narrative representation work, actually. You pick abilities to cohere based on what build you want, what you want to be able to mechanically do. Then, once you’ve selected all that, you look it over, and it gives you a set of narrative hooks and concepts that affect what you write about your character. This is a way that the system pushes into the players’ domain, not just the GM’s. These powers are all lightning blasts, so let’s be a bit sparky, shall we?

There’s an adage, in some of the RPG circles I run in. “Fluff is free.”

Let’s suppose I picked out a bunch of lightning blasts. I like the nonstandard multitarget aoes and the charge mechanic, or whatever it is. They form a coherent build, and it’s a playstyle I enjoy, and the closest other options don’t meaningfully work the way this build does. Mechanically, I’m entirely satisfied.

Aesthetically, however… who wants to be a lightning mage? Don’t answer that. Let’s assume it’s not my speed. My ideal character is throwing fans of darts out from his sleeve, and it’s very cool, and maybe I commissioned some art about it. The game doesn’t even have darts as an option. I’m just using the lightning, and making its aesthetics something else.

That’s the “fluff”, and the “free”ness is that I can do that at all. That I can say, “here’s my list of powers, the baseline aesthetic for them is lightning but I want to do cool dart tricks instead” and it’s not breaking the rules any. It’s changing the element of the powers that doesn’t matter – it’s not like it changes how it plays any, if it’s lightning or darts. This way just makes me happier, on an aesthetic level. It doesn’t cost the game anything, and it makes me happy. Why not make that free?

Generally speaking, it’s an adage I stand by. It’s also coherent with what’s been established previously in this post – the domain of a player allows them to write something that is true, so long as it is constrained to being about their character and the actions they take. Even if the borders between domains are running hot and war is on the horizon, that should be fine.

Suppose, though…

Suppose my super cool dart boy gets imprisoned. Alongside the rest of the party. We flubbed a fight, or something. It happens.

And suppose that, among the various abilities picked up over the course of the campaign, I got a simple reposition power. Slide 2 spaces 1/round, ignore intervening terrain, don’t provoke reactions, open one seal. Whatever. Mechanical jargon. It doesn’t matter. What does matter is, in altering the fluff a bit for my dart boy, I decided he has some sort of cursed amulet that lets him teleport a little, and even dip his darts in curses to explain some of the attack effects I’ve picked up. Cool, right?

Well, I just said that he can teleport. We’re stuck in a cage. Can’t I just teleport my way out?

In this (and almost no other context) I’m rather conservative. I think the simple answer is, no, you can’t. It’s fluff, and it’s called that for a reason. The way you fluff your powers doesn’t matter, so it’s free, but it also doesn’t matter – you can’t squeeze utility out of it just because of the aesthetics it has. And, to be clear, I can understand why that would land poorly with some people. But, if it is the case that fluff can give that sort of tangible utility, and you still let it be free, then, well… actually, my darts were the manifestation of a power to make physical objects out of anything I imagine. So I can also conjure lockpicks that way. My ranged attack is me traveling back in time and lightly injuring their grandparents, I can totally do time travel outside of a fight too, right?

It’s the troubles of instrumentalization again. The more impactful a given piece of writing can be when put into the world, the harder it is to just let a player do it, or they’ll turn it into an effort to win. Trying to win is one of the core jobs of a player, after all. What’s the optimal fluff for a given powerset to get the most narrative utility out of it? I have no idea, but if that question is being asked, then you’re better served not letting people refluff at all (and also hoping that the default aesthetics of the powers are roughly equally matched in terms of narrative power, which is also often not the case).

And… if you look at what I just read, it’s, “if we give the players any tangible authorial power, it becomes a mess, so let’s constrain their domain even further to avoid that.”

In other words – the instrumental arrangement is why the power is so imbalanced. If the players have a goal, and they can write what they want, they speedrun the romance and skip all the tension. So a GM has to let them write around the margins, and nowhere else. For it to be free, it has to be fluff, in other words.

In the margins

As it happens, there are other marginal sections, other bits of fluff, beyond what gets normally classified as such (the aesthetic presentation of one’s character). In fact, you can kind of broaden the category significantly – any part of the world that does not tangibly impact the process of overcoming obstacles and following the mechanics of the game, notionally, should be “free” to write in. Even if a player writes into them, a trespass into the GM’s domain, that’s probably going to be allowable. (Though there’s probably qualifiers based on the ever-absurd invocations of “common sense” or the like – declaring today to be an eclipse might be seen as a player getting uppity, and thus worth a veto, even if that would have no impact on proceedings one way or another.)

Some aspect of this, I believe, comes from the format of play. In recent years, the majority of games I’ve played in have been in text – both in a usual session format, and in asynchronous posting. I find this more comfortable for a few reasons, one of which is the propensity for long-windedness I’m sure you’ve observed by now. There are upsides and downsides vs a game done verbally, and some systems are affected more by one or the other – but most relevantly to this conversation, text has it significantly easier to “slip something by,” in terms of writing.

If, in a game, I were to say, for instance, “the wind blows by,” out of context, that might feel a bit strange. Even if I do it before a short moment of dialogue, or a long one, it would be somewhat notable. Going for several sentences of description would be downright self-indulgent, as a player, and making a habit of it would never go uncommented on, even if it were accepted as an eccentricity.

If, in a game, I were to type all that, interwoven with the other dialogue and narrations of character action, it would require a lot more to become noticeable. I’ve done that. I’ve made posts, as a player, that include whole paragraphs simply describing and establishing pieces of the world, within the margins of fluffiness where they won’t cause any mechanical concerns the GM might feel compelled to litigate. The only comments I’ve gotten on them are when it gets really self-indulgent and expansive – the ceiling is much higher than an analogous situation delivered verbally.

Another form of engagement that I have found to be easier in text, and constitutes an implicit capacity to write into the world, is conspiracy. Shooting a proposal to another player, especially the GM, is awkward to do in person, and even in a voice call online, especially if it’s something you want to discuss just with the GM. As a result, those sorts of conversations don’t tend to happen so much, or, when they do, they’re between sessions – and, usually, in text formats anyway (like emails). In the text games I’ve been in, however, having both a public chatter place to discuss the game, and personal lines of communication between each player and the GM, have been very normalized. Within that normalization, alongside the other benefits of having accessible communication channels, has emerged (by which I mean, I intentionally introduced) the practice of [scene framing].

That is – pitching, to the GM or other players involved, “hey, I would be interested in X scene happening next.”

This is pretty useful for setting up specific character interactions, for deciding on where to set scenes and what people are interested in seeing, and, once the ideas start flowing, getting a whole itinerary of near-future moments to explore. It’s a technique I picked up from my time in online freeform roleplay, where communication and advance plotting of scenes and their direction was the only mechanism being used (beyond all the implicit social ones, of course). It’s very handy in a lot of ways, and it’s something I try to make use of in games when possible, but, of more pertinent interest to this post – framing a scene in advance is a form of writing. It’s, again, subject to GM veto, but, where normalized, a player going “hey, I want to have an interaction with X character, maybe in Y location” is a relatively strong capacity to establish: not only is X character accessible, they are accessible in Y location, and in the near future. And, that isn’t just fluff, that can cover some pretty significant steps forward, depending on what the goal of the characters is right now. Normalizing this is, in a meaningful way, an expansion of player capacity to write.

Now, what I don’t want to do is pitch this as a solution to what we’ve discussed above; in part due to my prejudices. I am a system-minded person, I care about what the mechanics of the game do and want to be molded around that core. There are, really, a lot of these sorts of non-game-grounded methods to redistribute the balance of authorial power. The GM just not vetoing any narration, and accepting whenever the players say “hey, wouldn’t it be cool if X?” covers that entirely, for instance. But, these are non-deterministic. The power being redistributed is done by the grace and habits of an individual GM, entirely disconnected from the system on its own merits. Something like scene framing could be formalized by a system, I’ve had thoughts in that direction in my various design works lately, but using it for a system that doesn’t do that, and presenting that as a more even distribution of power, is, at best, disingenuous. A game is, out of the box, only what the system mandates. Anything else that the players layer on top is nice, but not universal, and not necessarily [true of the game]. That’s the baseline principle of design that I hold to in my analyses, and I don’t want to be deviating from it here, even if I can recommend this as a method in broad terms. So, the question is what systems on their own merits do, in terms of distributing the capacity to write.

This is why things like Quests in Glitch interest me so much. (If you read the instrumentalization post when I linked it, you’ve seen these already.) Not only can the players just write their own, alongside picking from a list, each one comes packaged with explicit and implicit writing capacities both – actions that you can just declare true, and larger goals that the GM is obligated to put in your path, aligned with the thematic bent of whatever the Quest is about. (Which is sometimes bad! There’s multiple Quests about spiraling into depression in one way or another.) They’re properly-structured and mechanized methods to grant authorial power to the players, even while the game is instrumentalizable in other dimensions (it’s got a whole resource management game at the heart of it), and it weaves in similar scripting-the-future capacities to scene framing. In terms of putting authorial power in the hands of the players, it’s quite a nice format to iterate on.

That’s not the only thing like it in Glitch. Honestly, the game is a solid starter point for systemized player authorial power within a GMed context while still having instrumental play relevant to the players. Each player comes with a budget of Spotlights per chapter, which, alongside literally regulating the spotlight between players (since everyone has to go through their budget, so if a player is lagging behind the focus moves to them to catch up), serves as a limited authorial capacity.

There are a few other uses for Spotlights, including ones that let you inflict even more authorial power when in the alternate void-dimension that you have more control over than reality (the game’s premise is complicated enough that I could make my own gushpost about the lore, so let’s just move on for the moment), but you can see the elements here. You spend your budget of Spotlights to take parts of the world and make them have more information to give you. Center them in your perception, and the importance of the story. You can take an NPC and push them into new characterization, even if the GM was going to have them be a gloomy mess for a while. (That one happened to me, as a matter of fact.) These are alongside the in-some-ways-authorial powers that the game gives its players as a matter of their diegetic capabilities. You have a lot of options to write things into the world, in Glitch. Budgeting Spotlights is part of the gameplay as much as budgeting your more active powers is, but, the game tends to give you more breathing room with them, and the GM’s interpretive power does work something like a veto – but these are, still, powers the player just has. By including these systems, Glitch expands the domain of a player in ways that even setups like Fabula Ultima‘s don’t.

A farewell to arms

Honestly, for as much as I’ve milked it, I kind of don’t like the domain analogy.

From an instrumental perspective, as we’ve covered, there’s an important utility to it. If you don’t understand the bounds of what is fair to do and what is unfair, you can’t play your best and be satisfied with a win. When those bounds are socially defined, and applying pressure to the GM will let you expand them, it muddles it even further – did I win because I did my best, or did I win because I wore down the will of my friend? Can I say I’ve done my best if I didn’t wear down the will of my friend? The GM veto and capacity for arbitration has shown up many a time in this post, even in mechanics that I’m mostly praising. In a sense, my thoughts on stunting all apply here, as well. I don’t really think there’s a way to get around that, too, if you’re keeping things within the instrumental milieu. If you have goals, and obstacles, and player tactics centered around how well they can manage those obstacles, or even only a couple of those elements – the border is going to run hot. You’ll need to navigate the diplomacy at the table, to avoid it turning into a war.

And, for as much as I enjoy instrumental play, I think that’s a shame. As a GM, I like doing invasions into the players’ space sometimes, in this analogy. I’ll tell them part of what their characters are feeling, how they would instinctually react based on what’s been established about them, and where they might want to go from there. That’s another instance of “here’s a trick that has nothing to do with the mechanics,” so, take it with a grain of salt, but it’s only something that can be done if the boundaries of narration aren’t quite so clear-cut. That requires the players to figure I’m not trying to beat them down with this – which means them not expecting me to be putting obstacles for them to have to overcome. There’s a sort of trust there that can only exist if the arrangement isn’t too instrumental, isn’t that adversarial. And I think that’s why I find implementations like Fabula‘s to not really resolve the problem for me – they’re certainly better than nothing, but they’re coexisting with an understanding of what the GM is here for and what I’m here for. If I lose that understanding, the game’s mechanics are much less useful, the whole thing is centered around a fleshed-out combat system, after all – but if I keep that understanding, whenever I write, it’s a play for power, and whenever the GM writes, it’s a setup of something I probably need to keep an eye on.

The value of fluff, of writing in the margins, is that you can do it without it being a threat. The GM can figure it won’t support a scheme, and veto it if you try to let it – and the players can let it slide without having to keep an eye on every angle, if the GM is content leaving things as aesthetics. The value of systemization, of things like Quests or a hypothetical formalized scene framing, is that it can coexist and intertwine with instrumental play, because the mechanics themselves can be built to not let the players slip by and get too powerful.

If you ditch instrumentalization entirely, then systemizing it is still helpful, because systems give structure to players – but you also need an idea of what the players are actually trying to do. And “tell an engaging story” is, in that dimension, a circular and pretty meaningless goal, which is why you’ll see things like Belonging Outside Belonging games come with more specific moods you’re trying to elicit when playing a given character or environment element. (And even those have some amount of token-optimization gameplay to them, as a rudimentary chassis to push thing forward. I think it would be somewhat difficult to find more than one or two games that are entirely free of instrumentalization.)

Ultimately, I think my conclusion is one that I’ve been orbiting in the past several posts. Trust is an illusion. Even freeform roleplay is founded on a baseline of what are the boundaries you can’t cross and the things you shouldn’t do, where the domain of the other player begins and you don’t have a right to touch unless they’re comfortable with it. And I don’t think that’s a problem, per se, I think “trust is an illusion” is an applicable lesson to the social entanglements we have even beyond RPGs, but I do think, as designers, it’s an important thing to recognize. Where we take trust, and collaboration, and authorial generosity for granted, the systems we write can’t. But they can make things explicit. They can say, “this is a power to write, you may do so”. In a way, that’s the most fundamental thing they do. The list of skills in Shadowrun defines a set of actions you can take. Some games will be more or less persnickety about how much that covers the entirety of the actions you can take, but they ensure a minimum. A player can always narrate something in line with at least this much, and the system will support it.

People rely on trust to cover the space between [what my character does] and [what exists within the broader world]. The GM has implicit dominion over the borderlands, and the players can move as far as the GM’s grace will let them, maybe.

As designers, we can do better than trust. But that starts with understanding the shape of what we’re building on. One large domain, and several tiny ones, trying to branch out.

Usually, that’s not what writer’s rooms look like. But it doesn’t have to be. This isn’t a demand that every player get equal authorial billing the whole time, especially not if you do want there to be instrumental gameplay to it. But room to expand beyond what they’ve got is a blessing for players of all stripes, and rules can support that exploration. So, they should! Everyone’s writing. The system should give them room to write. That is, in a sense, what RPGs are for.

Winning and losing in the games you can’t win

I’ve been doing some reading on GNS lately.

(Please don’t leave, I haven’t even gotten to the bad part yet.)

More specifically, I encountered this post by the irreplaceable Vincent Baker, which is a retrospective in some dimensions and a reinterpretation in others. And if you’ve never heard of GNS before, I think it can give you a biiiit of a primer about what it is. In short – it was a model of game design and play sensibilities, popular in online RPG theory throughout the aughts, mostly centered on people who favored one of the codified approaches to design and wanted to build for that. As a result, the other two (the G and the S) were a lot more ill-defined as outgroup taxa, and mostly served to rhetorically be “people doing the things we don’t like”.

As I’m sure you can imagine, this started a lot of fights. GNS is kind of synonymous with [that thing everyone yelled about forever] nowadays, and when it gets pulled back out it usually ends up being more yelling, followed by people going “sounds like we defined our terms differently” and storming off in a huff. Fun if you like miserable repetitive fights, but not worth much beyond that. We’ve got other models and new terms to yell about. (I like rambling about ghosts, for instance!)

But, if you dive through old RPG theory posts, it’s inescapable. And, really, the lens of it as being written primarily about Narrativism, the N of the three, and the other two being outgroup guesses that don’t necessarily model anything concrete, gives an interesting recontextualization to the posts that invoke it.

A history lesson, however, this is not. I’d have to do more thorough research for that, disadvantaged by the fact that I did not live through most of it, and I wouldn’t really have a point to make, beyond “hey, look at these ideas from the past, some are insightful and some are terrible.” Could that be fun? Certainly, I read these droplets of the past every so often for precisely that reason. But, it’s a bit weak as a thesis, for my tastes.

Here’s a post from about the era I’m discussing. 2008, GNS was in full swing in the zeitgeist. It’s discussing a concept, new in the terminology field, well entrenched by now – this post was one of the first clear sources on it, in fact. [Fictional positioning]. (I’ve also discussed this, indirectly, but I won’t link everything I’ve touched on here and there. I orbit a lot of topics, and if you read the last post I made, this is a direct expansion of a sidenote included in that one. It’s all recursive.)

Fictional positioning is… positioning within the fiction. Sounds rather self-explanatory, to some degree. It’s when you say, “I have the high ground,” even if there isn’t any mechanical meaning to that. It’s when you pull a gun from your holster, but the GM protests that you never established owning a gun, or a holster. It’s when you say “I walk across the room” and we assume your character has the ability to walk and exists in a room, on the side they don’t want to be. Fictional positioning is invoked when these things happen, and invoked when these things are canceled because the preconditions aren’t fulfilled. What do you mean, across the room, we’ve established there’s a hole in the ground! And you’re outside!

Obvious in retrospect, valuable to codify. Kind of goes to show how weirdly nascent this field is, that base concepts like that, which, I, for one, definitely took for granted, are dated that recent. (Almost 20 years ago is hardly recent recent, but on the scale of art? That’s very short.)

And, indeed, we see the three letters come up again. G, N, S. All framed in the context of how these three categories, which we now think of as one category and a couple of guesses, engage with it.

Here’s what Chinn (the author of this post) has to say:

And now, just one more mote of ado.

If you like miserable repetitive fights

Remember when I said that?

Unfortunately, I was talking about myself.

I enjoy arguments. I find them intellectually and socially satisfying. Many of the posts on this blog were born from arguments with people about RPGs and what we enjoy about them, and how those systems work. It’s a method to hone my ideas, in my experience.

It’s also socially unhealthy. Not as in for me personally, I’m quite alright, but it can poison a social context. If you’ve ever been anywhere on the internet that entrenches someone toxic and mean through argumentation, you’ll notice that the tone around the space gets worse, and generally it becomes a less pleasant context to exist in. You also tend to entrench a specific group of loud opinion-havers and people who agree with them, and further push away anyone else. This isn’t entirely the deciding factor of the course of RPG theory discourse in recent years, but it is definitely a contributing factor, and you can chart out many of the balkanized groups in terms of who is writing angry posts about whom. (I’m hardly an exception, if we’re being honest.) So it’s something I try to be cognizant of, and keep myself focused on interest in the perspectives of others, and improving the accuracy of models. Some amount of emotional bleed is always there, but an argument doesn’t have to be a fight, one would hope.

The primary cause of arguments, however, is still disagreement. And the primary cause of disagreement in RPG discussions is a difference of taste. People want different things out of RPGs, and if what I want is incompatible with what you want, and I come in with some rambling models of how to better build a system that does what I want, to you, who will necessarily lose what you want from that system in the process, because the two are mutually exclusive… well, you see how that goes.

Among the categories of people with distinct interests in RPG tastes and a similar propensity for argumentation, I’ve most commonly ended up clashing (again, not necessarily hostilely) with what I would describe as OSR people. The OSR is another digression, one with an unfortunately much more bitter history to read through – where the Narrativist movement had some dubious takes and general argumentativeness to its name, the OSR was for many years a seedbed of reactionary sentiment. Not merely as in terms of reactionary to RPG design; as in, “don’t worry, OSR stuff is no longer a gamble on if it’s racist” is a true statement I can make nowadays and only nowadays. Reading into OSR history may be enlightening as well, but, unlike the former sorts of history dives, which may be intellectually compelling, this one I definitely cannot recommend.

However. Nowadays, OSR stuff is no longer a gamble on if it’s racist. The OSR folks I discuss things with are, in fact, decidedly not racist, a quality I appreciate in the company I keep. And the OSR movement, “old school renaissance,” directly harkens back to the gameplay modes of old editions of D&D. Or, well, a nostalgic imagination of what those old gameplay modes were. Coherence in the present has come from discarding fidelity to the past in favor of clearer design. The goal of that design, and, by extension (though that reverses the causality) the play interests of the ones I’m deeming OSR people, are focused on gameplay fidelity to an imagined world, difficulty and danger that must be overcome through clever outmaneuvering within said imagined world, and a distaste for boundaries of both concept and gameplay. In a word that has moved to become somewhat synonymous with the movement – Simulationist. Our dear old S.

Now, I love boundaries of concept and gameplay. In fact, I long to be entirely bounded, and find the most satisfaction from games that properly construct a device for me to move within. I am a ghost that wants to be a mere droplet in a pipe, and never fly free again. So, you can see the core of where we clash. Discussing with the OSR people I know helped me consider my ghost model in more detail. It helped me see the various expectations put on GMs. It helped me see what it was I liked about Lancer, Panic at the Dojo, and etcetera – in contrast to what they found chafing about those games. A well-defined structure to play within, and strive to win at. A game I could play, and examine the game pieces as game pieces, and know if I was winning and how well. That is what I wanted, and what they found jarringly unrealistic. Their tastes did not align with what I would call the G in my own tastes. A Gamist I was.

This is all, of course, horrendously misapplied. I didn’t put much stock in labels from a multi-decade-old model that had been endlessly fought about, but these were the categories as they were split up, when GNS came up in discussion. (And then proceedingly, in fights.)

…Here’s a thing, though.

Remember this snippet?

This is exactly the thing I didn’t like. The thing I appreciated well-codified tacticsgames from not making me worry about. I get to a fight, the fight is balanced within its rules, I play within its rules, that’s that. It’s fun specifically for how it eschews fictional positioning as an element.

More interestingly – this is something OSR people would actively bring up to me. As what they liked, and wanted to do, and why they found games such as Panic constraining. They wanted to engage with the world, weaponize it, use it to be clever and bypass the obstacles in their way. Being deprived of that was a disappointment, and that was the appeal of OSR games, no?

And yet, it’s the G on that list, not the S, that categorizes this behavior.

Now, some amount of historical context is warranted. Most of the games I enjoy in this vein, Lancer in particular, but, really, many of them, owe their existence to D&D – specifically, the fourth edition. 4e in some ways pioneered this style of rigorously-mechanically-constrained combat design centralizing play, building on top of 3.5 already having codified combat to an unprecedented degree in comparison to prior editions. This led to it being rather maligned (in no small part thanks to an opportunistic marketing campaign by Paizo,) though, not a sales failure as I often see it reported. It would take a while for the indie scene to take to it as a pioneer, too – a post made in 2008, the same year as 4e was initially published, is to be expected for not accounting for its legacy. In fact, the GNS essays themselves were written around the turn of the millennium, and cite games like Shadowrun as Gamist affairs – because Shadowrun was one of the most mechanically-dense and optimizable options there was. Would things change if this all had been done more recently? Maybe!

But, remember. These are wastebin taxa. Gamism is written to cover [that behavior other people do that chafes with us (ie the people who prize Narrativist play)]. And that behavior is distinct from the specific game context it’s in. The behavior that was being gestured at, and not elaborated because it wasn’t in focus, was the direct commonality between me and the aforementioned OSR people.

The point of that example is that it’s using fictional positioning to try to win.

That’s what the G meant. For as much as it meant anything.

Playing to win

Most RPGs put a goal in front of you. (If you’re a non-GM player, at least.) Survive this dungeon. Steal this treasure. Rescue this dragon. Whatever it is. Sometimes, there’s a reward for it. Sometimes, there’s the opposite of a reward – you get there, and you stop playing. But the point is it’s a thing you want to do, and the experience of play is oriented towards you eventually doing it, or failing at that. Notionally, it’s probably something your characters want, so the motivations are in alignment if the players want it too. Plus, it gives an easy direction to go for all the cool challenges and interactions and whatnot. Going for the goal is playing the game.

It makes sense to try to win, then, right?

Just walking in a direction you’ve been given, metaphorically speaking, isn’t bad. I’ve had fun with that. But I mentioned challenges just now for a reason. Most of the actual tools a game might hand you as a player, or the GM as a GM, are focused on things that might stop you from achieving your goal. The goal that the gameplay is oriented towards, and your characters are motivated towards. If those challenges can’t actually stop you, then whatever you choose doesn’t really matter here, but if they can? Well, then, if you try, you get the experience of struggling to overcome a challenge, and if you don’t, you just don’t get to continue in the direction the adventure was built.

This is the logical foundation of what was prior being identified as Gamism. Naturally, since it’s human behavior, a logical foundation isn’t the only core of it. Using the manyfold model to try to summarize it, the emotional satisfaction of approaching a game like this comes mostly from fiero (the thrill of triumph) and ludus (the thrill of engaging with game mechanics directly). (In fact, the distinction I was noting between my tastes and the OSR tastes can be noted as the latter point – whether ludus fun is a priority, or if fiero is the sole focus.) And, I recognize that’s even more terminology to throw at you, so, in short, intuitive terms – winning is fun. Trying to win makes you win more, and both the trying itself and the increased number of times you win make for increased fun. If you enjoy that.

Winning is a thrill. It’s an easy kick to get, and to want to keep getting, as much as you can manage. So, the trick is, playing to win snowballs on itself. If left devoid of context, you just keep pushing more and more, figuring out new tricks and new combos to squeeze the most possible effectiveness out of a given build, the most effective way to bat your eyelashes at the GM and get them to okay your plot to cross this 10 foot chasm. You wouldn’t stop, unless there was a reason to.

But, unfortunately for this hypothetical context-absent you, they are about to die, because there is a reason. There’s an inherent maximum reward to this. Once you have a setup strong enough to always win, you don’t get any more benefit from continuing to empower yourself. You might get some of the tactile appeal of piecing cleverer builds together, if that’s your thing, but in time that fades away, too. You hit that threshold, and it becomes more trouble than it’s worth to go on. If that threshold comes too soon, you might not be satisfied by the game at all.

And that’s because the threshold of [you now win no matter what] is beyond the bounds of [interesting play]. Which means, feeding more context into the hypothetical, someone should have stopped you before then.

That puts a defined ceiling on how much room to push yourself there should be. If you can make a build that wins all the time, the GM needs to put challenges out that can match the power of that build. If you can argue a plan that the GM always has to accept, the GM has to put challenges in complicated enough that stringing several individually-perfect plans together becomes its own challenge. The worst-case scenario is they toss their hands up in frustration and punish you in particular, bypassing your efforts entirely. If they don’t do that, though… you’ve still got room to maneuver. There’s more blood to squeeze from this stone. As long as you aren’t always winning, and you haven’t conclusively hit the limit of what is possible in the system, keep trying new things, and you might tip the odds ever more slightly in your favor.

Now imagine if you’re playing next to that guy. The person following the logic of the above paragraphs. And, let’s take a more emotional appeal for a moment. Even if you don’t care as much about trying to win as they do. See how the GM had to spend so much time worrying about them, and figuring out specific counters? See how effectively they pushed you guys towards the goal, the thing that play is oriented towards? They’re in the spotlight. They have more control over what happens, and more attention from the other players. If that doesn’t make you green with envy – the next time an obstacle happens, and you’re responsible for resolving it, think about how less stressed you would be if you had the edge. This is something tuned for their nonsense capabilities, and you’re struggling to pass muster. If you fail, that might hold the whole group back, and they might get mad at you. There’s social repercussions to consider. Isn’t it better if you’re all on the same level?

This is what I’ve come to call [instrumental play]. It’s one of the first things I try, when I sit down with a game, and it’s what comes naturally to me. But, as I’m sure you can see – even in the context it’s adapted for, it has a lot of problems. It asks for an infinite treadmill out of an inherently finite system. There’s only so much better you can make yourself at a game, especially when a lot of that betterness comes from social adeptness, rather than anything mechanical. If your GM isn’t actually prepared to make challenges to match you, you will just win, and that might be fun for you for a short time, but the kick gets old, and nobody else will be enjoying it, either. If even one player isn’t on board with it, or even just on board with it to the same level, someone is gonna be unhappy. One of the most important skills for an instrumental player is learning how to rein it in. And that sucks! I hate reining myself in! I’m here to let loose and go all out and all that jazz.

This is, in essence, the behavior the G in GNS was trying to gesture at, as a “we don’t do that here.” Instrumental play has a lot of faults, if you value things other than getting to the end as efficiently as you can. Have you ever wanted to have your character get afraid and run away? Have you ever wanted to have them suffer a crisis of faith? If those happen, they might make you less capable of solving the problem you’re faced with. You’re hindering your effectiveness that way. The more instrumentalized you get, the harder that is to excuse.

That’s why it’s “instrumental.” A character is an instrument. A tool. A piece on the board, if you will. It’s a game, and winning takes effort, and the toys the game gives you are all about trying not to lose.

The catch

Here’s a question.

How do you know you’re winning?

One of the appealing qualities of instrumentalization is confidence. You know you’re doing your very best, and getting to where you’re supposed to go. You’re following the intended path of play, and that’s a good thing to do. So many complaints and horror stories about RPGs come from people refusing that, or simply not caring to, after all.

Sometimes, it’s pretty clear. You might not have a map of the whole dungeon, but whenever you find a new room, that’s progress towards seeing everything there is in this place. Eventually you do get to the end and find the princess. You just have to keep doing what you’re doing.

But not everything works like a dungeon.

What I’ve written about instrumentalization so far presupposes a clear goal to work towards. If there’s a fight, you know what you have to do to win it. If there’s a ball, you know who you need to slip the evidence to mid-dance. Etcetera. The more open-ended things are, the harder things get – because telling people ‘here’s what you need to do to win’ is not all that common. Open-endedness is often touted as a virtue of RPGs, after all.

For the most part, however, that open-endedness is an illusion. There is a goal, or, at least, an end state, the players are trying to reach. The game, and/or the GM, are expected to give little flags to signal that you’re going in the right direction, that there’s something to find this way. That’s much more common than there actually being a thing in every direction – much easier to implement, too, and if you’re the sort of person to enjoy a narrative with some focus when all is said and done, it works out better that way.

I recently had an opportunity to play the Magnus Archives RPG, running one of the modules it came with. Unfortunately, I can’t recommend it – Cypher disappoints me at the best of times, and it’s a very poor match for a mystery, of all things. But, it’s a phenomenon of adventure design that I want to talk about today, rather than that.

In short, the thrust of the adventure was an evil wasp nest that was doing evil magic that was planted by some suspicious people that we needed to investigate. Since it was an investigation, it was quite open-ended – go to places, poke around, do some skill rolls, hope you find some stuff. For the most part, freeform. We did find some stuff! Several clues, enough information to get us a sense of what was going on with the evil wasp nest, etcetera. Among those clues, we found a book. Upon reading the book, one of us immediately suffered some Stress (the game is operating somewhat in the Call Of Cthulhu milieu), and was told it involved some strange geometry and hurt to look at. Ominous! And definitely relevant to the case. We pocketed it for returning as evidence later, and didn’t read it again, on account of it was injuring us on a mechanical level, and intentionally reading more of the magic tome that does evil infectious bug things seemed like an obviously terrible idea.

As it happened, however, the adventure was designed such that a key piece of information was only accessible by reading the corruptive magic book and paying the Stress tax, three times. The detail we needed to find was about something growing within the hive, which was rather awkward, since we had already concluded the hive was growing, and, in fact, made a point of pretty soundly destroying it before we were done. The GM had to workshop that the specific element they were growing within it had managed to survive, and thus, we had only partially achieved the goal of the mission. Which we didn’t know was there, because we hadn’t read the book, because doing so was damaging us for no apparent gain.

Now, I do think there’s a fair bit to criticize about this as adventure design, which again loops into my dissatisfaction with the system. But, instead, I want to pivot to a conversation I happened to have a few days later, in another context, about Call Of Cthulhu proper.

The key argument of said conversation was – Sanity loss (and, by extension, Stress damage in this context) is a flag. It damages the player, yes, but it signals to them also – here is where something interesting is, you should pay the tax and see it.

This was both interesting and confusing to me, mostly because it had just never crossed my mind. I’m not much of a Call Of Cthulhu person, I haven’t played a lot of it, but, just as a general principle when I’m playing games, I try to avoid random losses of resources. If something demonstrates itself to be a fire, I pull my hand out and don’t put it back in unless I know it’s worth doing. It’s a resource-conservative mindset, which isn’t always instrumentally correct, but it is, usually, pretty consistent. What I hadn’t been considering was the resource cost absent the context of the game. That is, as a piece of communication from the GM to me (or the adventure module to me, or etcetera). And, if I had, I would have probably considered it as a warning. Touch the fire, get burned. Here’s something dangerous, keep going and you’re gonna keep getting hurt. This would be a stupid and inefficient thing to do. Right?

But, that’s not always the case. As evidenced by people who were COC GMs in that conversation nodding along and saying that, yes, they absolutely use Sanity taxes as a signal that players should go here. The theory was, as they explained it – players are expected to look at Sanity loss as an inevitability. Not something they should minimize, but, rather, an inherent phenomenon of walking down the track of the game. Engage with eldritch horrors, lose Sanity, insert rest of game there. As a result, not losing Sanity is a downside flag. It means that you’ve missed the path you were supposed to go on. That’s the sign of the goal, not a wall.

Except also you can avoid some Sanity loss while moving towards the goal if you’re smart about avoiding the hazardous parts, and that is the most ideal play, so you should be doing that, from an instrumental perspective.

And there’s the muddle.

See… I’m bad at picking up implications that are left unstated. That’s part of what draws me to instrumental play. It’s clear in both its motives and the context it necessitates around it. Have goal, move towards goal. It’s simple. Similarly, if a game hits me with a mechanic that I know will be bad for me if it keeps happening (Sanity loss, Stress buildup, etcetera) then I’ll know that’s a dangerous thing, something to avoid having happen again if I can help it. An invisible manner in which that is also a lure to compel me to engage more, if it’s not stated by the game’s design as a reward and it’s not stated by the GM as a norm of play… well, what happened in the Magnus Archives game is what happens. I don’t even realize that I was doing something wrong until I get to the end and am told I was expected to come to an entirely different conclusion.

Instrumental play is preconditioned on having a sense of what you’re supposed to be doing. One of the big failure points of GMed RPGs as a medium is lacking that sense. I think every game that has gone wrong for me, I can point at least in part to an absence of direction as part of the problem.

And the thing is, if the GM is the one providing that sense, it gets worse. GMs have a lot of conflicting responsibilities to their name, but among them, if you’re good at instrumentalizing yourself, they’re going to feel obliged to stop you. Can’t let you win too easily, or the whole experience breaks down. (Maybe.) This is where the thing I said before comes in – the GM has to add more and more difficult challenges in front of you, and you run the risk of them getting frustrated and actively singling you out for punishment. Would the latter be wrong of them? Yes, of course, but it would also serve to rebalance things if you’re far ahead of where the other players are at in terms of ability to engage with the game. No options are good, in a sense.

If you get on a treadmill of harder obstacles and more power, you have, in a sense, bought into an illusion. Your optimizations don’t actually make you any more efficient, since you’d be facing a weaker challenge if you hadn’t bothered. It’s an illusion the GM is spending active effort into having to maintain, too, which isn’t great. (If you’re seeing a comparison between this and certain progression systems, that’s another story, but – yeah, many of those are illusory treadmills for the same reason. Giving the player a sense of satisfaction at getting more efficient, more powerful, more instrumental; without actually having to reckon with the consequences of that.) Is that satisfying? It can be! I find this sort of treadmill to be a good way to ease off my instrumental brain, for games where it isn’t helping much. But it doesn’t do the same thing. It’s still, ultimately, smoke and mirrors.

Instrumental play, more than many approaches, highlights the PvP nature of RPGs. It sets you against what the GM has in store for you. A lot of the time, it’s a game imbalanced enough that the GM could just wave their hand and win instantly. So it can really only ever go one way, for the most part. And that means, to truly instrumentalize yourself, you have to learn to read your GM in and out. Know when this is an obstacle to overcome, when it’s a warning that you put your hand in the fire for no reason, and when it’s a flag that you’re on the right track, which just happened to come with a bit of damage for your trouble. If you don’t know, or you guess wrong, it’s easy to fail entirely, no matter how well you play.

Stress

A lot of my RPG theory is born, I think, from finding it rather stressful to interact with people.

Now, there’s a lot to unpack there, and a random blog post for the public eye is not the place to do that. But, I do think it’s relevant context, and a lens worth considering. People are stressful! Socialization is a complex tangle of rules and norms, most left unspoken and yet harshly punished if you transgress. It’s not a very well-designed system, in terms of user experience – and it’s a fundamental substrate all non-solo RPGs are built on. Understanding how that influences the shapes and structures of play is fundamental to understanding the medium.

Instrumentalization is, in part, a social gambit. If you get everyone on board, then you don’t have to worry about that anywhere near as much. Are people passively unhappy with you? Are they charmed by you, and going to go out of their way to assist you? If you’re all working for the same goal, and you’re all focused on efficiently achieving that goal, these things don’t not matter, but they do matter a whole lot less. The implications of being favored fall away, for the most part, in the face of the implications of the rules and structures of the game.

If the gambit gets declined, of course, if the group isn’t on board with instrumentalization, you are now eclipsing them ‘unfairly’ (‘unfair’ in that you are not doing so by engaging with what the group wants to be the deciding factor of player significance) and that likely itself becomes a social repercussion. Which makes for a complex negotiation phase when moving into new playgroups – though, that phenomenon is certainly not unique to instrumentalized play. That negotiation always happens, and if left unsaid, it happens in the underlying passive-aggressive social layer of approval and disapproval.

Interestingly enough, though… social anxiety or no, the stress of instrumental play doesn’t end if the gambit is accepted.

Winning is hard. (I mean, sometimes it isn’t, and the GM is primed to let you win – but in that case, instrumentalization really flounders against itself. It expects winning to be hard.) You have to be on the ball, and doing you’re best, and you’re going to make mistakes. We’re human, it’s what we do. Sometimes, even if it isn’t necessarily a mistake, you’re going to make a guess and get it wrong. Mispredict something. It’s especially difficult when what you’re playing involves predicting what the GM wants you to do, or will let you get away with. There’s many variables to juggle, and if you don’t juggle them right, you’ll fail.

The first thing I feel when I win an encounter in an RPG is relief. I’ve made it through. I can relax now. I’d wound myself up a lot there, but it’s done now.

It’s satisfying, too, don’t get me wrong. I’ll be pleased by my success, happy to bask in the reward. But the first thing that hits is relief and fatigue.

It’s tiring, being locked in. It’s stressful. And it gets more distressing when all that comes to naught – either my best wasn’t good enough, or I couldn’t bring my best, and both are bitter pills to swallow after however much time it took stressing about trying to win. Loss is a looming threat, on an emotional level, entirely because this is a thing I care about. That’s tough! Even if everyone’s on board!

I don’t think my heart could take a game that’s all instrumental, all the time. I’ve played them, and at best they’re a sometimes food for me. I’ll need time to recover, and needing time to recover after a campaign of an RPG isn’t necessarily to be expected.

What I’ve found works best, then, is segmented play. A game with modes where I’m supposed to be going all-in, and ones that serve as breaks. A release valve of putting around between fights, to keep the emotions down.

I think these kinds of breaks are valuable! Even in a broader conversation than about instrumental play at all, just, having break time in between tense modes of play is valuable for any multi-session-length RPG, for the health of the players. It’s a good design facet to keep in mind, and it’s why things like downtime mechanics that serve almost no purpose beyond as scene framing are actually quite handy to have.

However, we’ve hit another intuitive snag. One that circles back around to our example of fictional positioning, of all things.

We just had a tough fight. We’re putting around. Getting a few character moments in, maybe. There’s another encounter on the horizon, but we’re not there yet, we still need to de-stress a little. Something about a beholder.

Someone asks if they can find a barrel of tar nearby.

We are now instruments again.

It’s a sensible consideration, right? Yeah, we’re stopping to rest, but there’s another fight coming. We have time to prepare. The smart thing is to use it. It’s much more difficult to use the environment in combat-time, setting it up to our advantage is clever, etcetera. Hardly any complaints from an intuitive level, and from an instrumental level, exactly what we want.

But now, I can’t relax here. This isn’t a break, it’s another phase of the test. If I don’t figure out the most efficient use of my break time, the best way to prep us for what’s coming next, I’ve messed up. I can’t afford to be doing these side character moments that I wanted to get to even though they don’t mean anything gameplay-wise, I have stuff to do! Heck, what if there’s some sort of character bond system to focus on? If I don’t make my character interaction scenes as efficient and value-positive as I can, I’m sabotaging myself!

This forms one of the big boundaries around the sort of break I need, and definitely one I encounter the most opposition to in discussions of game design: breaks need to be unimportant. Structurally, that is. They can be meaningful to the players and the stories they’re writing, in fact, I find they’re quite valuable in games that otherwise limit the player capacity to focus on character moments and interactions, but they can’t be vectors to win. At most, I find the aforementioned downtime systems to work decently well as a compromise – in Blades In The Dark or Lancer, you pick from a list of downtime options based on the benefit they give you, and then what happens when you play them out won’t change the game. It doesn’t shift the mechanics, after that initial choice – it’s a little bubble of break time, where you can do the wrong thing, have a character self-sabotage a bit, and not have it come back to bite you. It’s nice.

It’s, I imagine, what everyone who doesn’t play like this gets to experience, when they aren’t stuck next to a player like me.

…Kind of.

I started this post by discussing GNS, and its relationship to instrumental play as a vaguely-defined “other people do this, we don’t want to, let’s make our own thing for us instead of them”. I’ve had, in various discussions, the concept brought up that this play approach is inherently perverse, and, perhaps, there’s something wrong with me for engaging with it at all. It’s the mark of an inherently toxic or to-be-avoided player, the theory apparently goes.

Now, I’m not one for pathologizing preferences, especially my own. I happen to think that I am a perfect being and everyone could stand to be more like me. But, there is one factor to all this that I’m interested in noting, and picking apart a bit.

To wit – it is a worse experience to play alongside someone instrumentalized, if you don’t enjoy that sort of thing.

Forget the social gambit consideration, and just look at the experience of play. You’re faced with a challenge. The primary way you can engage is by overcoming that challenge. The guy next to you is really good at overcoming the challenge. You would like to have the spotlight every so often.

What do you do?

You figure out a way to outcompete. You get better at overcoming challenges yourself.

Or you don’t, and the GM starts posing tougher challenges to match the next guy, and now you aren’t even getting your normal share of success. If the next guy (I shoulda just named him) were to vanish, you probably couldn’t even progress at all.

If you’re not happy with that, if you don’t care too much about that, if overcoming obstacles is just what the game happens to mechanize and not what you care about? Yeah, I’d imagine you’d be peeved at Steve over there (I named him). You wouldn’t really be wrong to, either. Your experience lost its appeal to you, and your capacity to engage with it, all because of the way he approached it. One of you needs to change, and, in the passive-aggressive social context where just talking expectations out would be a faux pas, Steve has you beat, because the game is working for his side more than yours. Pushing him out of the group would really be the best option you have, and making sure someone like him doesn’t get to join back in.

(…If it wasn’t clear, I think [the passive-aggressive social context where just talking expectations out would be a faux pas] is a terrible place to be and this method of resolving this situation would make me think poorly of everyone involved. However, getting people to talk about their expectations is hard, doubly so when people don’t understand their expectations, so I get why it happens.)

Probably one of the best ways to avoid this mess is to communicate from the designer end. To tell the players, hey, please play like this, and not like that. I don’t want you to be instruments. Or I do! In a sense, that’s what the [Narrativism as game jam] perspective Baker wrote about was taking – a series of games all made based on a communicated designer intent to have players play for what drama they could find, and not try to win over everything, or any other such goals the players might have (the S was its own thing, potentially, for instance). These are gradients, of course – I brought up Blades In The Dark earlier as an example of a game with a somewhat comfortable rhythm for instrumental play, despite it being a descendant of the Narrativist game jam, because it actually can work that way. But the request is still there.

I read Eureka recently. It’s an urban fantasy mystery game. (The full title-and-subtitle are literally Eureka – Investigative Urban Fantasy.) For a lot of the time spent reading it, I was rather unsure of what to make of it. The most important segment for me was actually nestled away in a piece of GM advice – the GM is asked rather emphatically to avoid making their own adventures, as that would be a lot of work, and instead rely on the preexisting wealth of modules for games like Call Of Cthulhu. Or, in other words, the design of Eureka can be looked at from the lens of being a game built to run Call Of Cthulhu modules, which made several things make a lot more sense to me. I definitely don’t think it’s the sort of thing I would want out of a mystery RPG, but for those intrigued by the prior few sentences, I do suggest giving it a read.

That’s not why I’m bringing it up, though.

(Do note, this is a copy of a game in development, so a few placeholders-for-images occur here and there. The text is the important part, anyway.)

These sections are placed one after another, in explaining the principles of design and expectations of play for the game. Which I do really appreciate! I’m glad that games doing this sort of thing has started to catch on. It is nice to be informed as a player and a reader what the game expects of me. And, for the most part, these sections seem clear to me. I should follow the incentives of the game and the interests of my character to preserve their survival and ability to follow through to the end of the investigation. The difficulty should be tuned high from the GM’s end, because a certain or highly likely victory is unsatisfying in comparison to a hard-fought one. From an instrumental perspective, I ought to be on board with this. Except, the first thing they ask is to discard my prior notion of winning. In fact, they go as far as to propose that I “play-to-lose”. Which seems to declare an upper bound on how hard I should be trying to solve the case, surely. Specifically, if a decision would make significant progress, but remove an interesting situation, it seems I should avoid it. But, then, what if I consider remaining while at low Composure to be a more interesting situation, and I stay in a dangerous context? My understanding is the answer would be that’s supposed to happen, but that also means the incentives the systems are producing are now pushing against the goals it sets out for me. How do I know when I’m doing too much instrumentalization, and it’s sabotaging the interest? How do I know when I should be doing more? The answer is left unclear, and it’s on me to figure out.

And, to be clear, I understand why. But this, more than anything, is what stresses me out about instrumentalization. The idea that there is a too-much. There is a ceiling, and if you go past it, you should not have. But we don’t get to tell you where the ceiling is. You have to figure it out, and if you guess wrong, you’re Steve.

In the ever-spinning gyre of RPG discourse, there’s a term from some 10 or so years ago. “Flashlight dropper.” I believe it comes from Call Of Cthulhu gameplay, even, though I’m not certain of that. A flashlight dropper is a player who, when presented with a scenario frightening to their character, says something like, “I drop my flashlight and run away”. It’s a derogatory term. The point is, this action is so obviously foolish from an instrumental perspective, not only abandoning the group but depriving yourself of a valuable tool for no reason (at least keep the flashlight when you run away!), that players who do it are disruptive to any even-slightly-instrumentalized arrangement. If you have an objective you’re trying to fulfill, that act is actively sabotaging you.

If I were playing Eureka, I would leave this intro post simultaneously thinking that the game expects me to drop flashlights, and that group defeat would be inevitable if I did. Part of the logic behind flashlight dropping is that real people would do that. Real people are stupid! If I was panicked, I might drop my flashlight before running away from a monster. Would that make for a more interesting story? I don’t know, I’d be more concerned with the monster than finding out. But if the mystery was set up as Eureka asks it to be, I’d interpret that as a significant detriment for no gain, and telling the other players that our goal is to have a fun story, so actually this was fine, would feel pretty flimsy. It’s hard to look someone in the eye and say that counts as a win.

What even is a win?

I tend to get pretty aesthetically invested in my characters.

(This is another reason why OSRs don’t quite work for me. They’re pretty strong on characters as disposable tools, as far as instrumentalization goes.)

As a result, this defines, for me, a secondary dimension of winning and losing. If I get through a situation with my character looking competent and showing off their strengths, I’m happy! If they look silly, and don’t get to play to their strengths, I log that as a failure. It’s not a win in terms of the goal the players are working towards, but it’s a win for me in specific, and it’s something I’ll stop to consider before sacrificing.

That’s one of the ways to make instrumental play compelling on other dimensions, in my experience. Force players to choose between priorities, sacrificing one goal for another, and you can get interesting results. As a player, I enjoy dilemmas like that, and they’re much less solvable. It’s not a matter of picking the right answer, it’s deciding what answer is right. They make nice breaks from the puzzle of optimization.

I’ve been chatting with someone recently who has rather similar interests of play, especially in terms of instrumentalization. But, on this point, we diverge. She’s discussed modeling her characters’ dignity, well-being, and situation in life as resources to be expended gleefully for the sake of further resolving the primary goals of play. And this produces problems! Dilemmas like I proposed in the last paragraph are no-brainers to her, and when games bake them in, the balance gets thrown entirely out of whack. It’s just not a win condition for her, so it’s free points.

A lot of dilemmas like this rely on aesthetic player interest, one way or another. Endangering an NPC only means anything if the players care about that NPC. Losing a mission only means anything if the players care about winning missions. Most commonly, the ways games have to designate things as goals and stakes are one of: [here is a thing, please bond with it] and [here is a source of more power]. The former is where things like caring if your character looks good comes in. The latter is what XP is. Why do you care about winning the mission? You want to level up, don’t you? And you want to level up because that makes it easier to win missions. It’s a cycle, or so the theory goes.

There’s also a third option, [the game doesn’t continue unless you do it]. For games with high lethality, or even games like D&D 5e that just have moderate lethality but are happy to lock you into it, that’s why winning a fight is a goal rather than just surrendering from the get-go every time. (That, and surrendering not being a codified option, but you can always intentionally beat up your own party until you go down. And that sounds ridiculous, yes – but, remember. If that gets you to move on, and it gets to the end, that’s only a defeat if you happen to care about the things lost in the process!) In practical terms, this is what things like dungeons are. If the GM plops down an adventure in front of you, and you decide not to bother, then usually this is why that’s not an option. However, usually, people don’t want to invoke this one, so it’s a bit invisible vs the other two.

[Here is a thing, please bond with it] is very unpredictable. Whether the players care or not about a given character, or if they look good, or if the kingdom is recolored purple instead of red, the system really doesn’t know. Usually, this is left to the GM to figure out. They know what the players care about, they can put that at the end of a quest, or put it at risk if they don’t face this challenge right now. This is also hard to systematize – at best, you can say “put something the players care about here” as an open slot in a defined obstacle, and the players will figure something out to go there when the time comes. You might be able to say “players are obligated to care about this person and want their wellbeing,” but I’m not sure how consistently declaring that as a system would land. It’s usually all too interpersonal and fiddly for that.

The second option, though. [Here’s a source of more power]. That has potential.

…Or, at least, it seems to.

Here’s a bit of tech from Glitch.

This is a Quest, and it’s design that I absolutely love, except for the instrumental part.

Quests are composed of two lists that feed into a progress bar of XP. Major Goals, which are big events that give you a solid chunk of XP when they happen, and Quest Flavor, which give you 2 pips (XP for yourself is allocated to any Quest of your choice), and can happen much more consistently. More specifically – you, the player, have the power to just declare that a Quest Flavor happens. They’re little pieces of authorial power that you always have access to while it’s in progress. If I were playing this Quest, I could just say, hey, someone brings me food. And they do! However that resolves. They aren’t materially significant, you don’t use Quest Flavor to overcome obstacles in your way, but they do let you shape the world around you to fit a certain tone, and, since players are allowed to write their own Quests (with GM approval), you can get pretty nuanced with the vibe they create. As narrative-shaping tools, they’re quite nice.

Writing Major Goals gives players a way to signal interest in dramatic moments they might want to have happen, then. And, more broadly, the XP track helps to make sure that you’re never stuck in the same narrative arc for too long, while still being sure it has enough time in the spotlight to really last. They’re not only scripts, they’re pacing mechanisms for certain moods to come with your character. As someone who’s been known to spend whole campaigns with characters wrestling with the same internal struggles unless actively prompted out of them, the utility as a narrative pacing mechanism is something I so rarely encounter and I quite appreciate.

But.

When you finish a Quest, you get build points proportional to the length of the Quest, and power yourself up.

The capacity to write Quests and choose your own is a massive increase in authorial power, vs a lot of RPGs I’ve seen. The premise of Glitch also tends to lend itself away from concrete aspirations, and towards “I feel aimless and have no goal in life” as a thematically relevant point to the players, and thus a feature of play. And yet, it still gets compromised by this! Whenever a Chapter is nearing a close and someone’s Quests aren’t hit yet, they have to awkwardly shuffle through all of them to meet quota, or they fall slightly behind. The falling behind doesn’t actually mean much, but I’ve seen some pretty significant build point differentials build up, and even just on a player focus level – if they have the instrumental impulses I do, it scuttles nearly the whole operation. The Quest can’t even serve as a great signifier of how much more time should be spent dwelling on this particular beat, because they’re all trying to hurry through at the same pace.

Glitch is a better experience if you forget that you’re rewarded for completing Quests, and just use them as a neat narrative pacer. They’re genuinely quite good for that. But if you’re trying to win, they end up working against themselves. In trying to pull people like me into playing along with a narrative pacer, alongside other niceties (you get mechanical rewards for disappointing people, the exact sort of win-one-way-but-lose-another dilemma I was pondering above), the game instead makes it all the harder for me to set down my victory-drive and meet it on its own merits.

I think meeting on its own merits would be fun. I’ve had a lot of fun by doing that. Glitch is a solid game. And if I constrain my instrumental impulses to only when there is a mechanical or conceptual challenge to overcome, it can even work pretty well for that. But I can’t play all of it as efficiently as I can and get what the game wants me to get out of it.

If a [satisfying experience] is the win condition, then the winning move is to not try.

This is why I don’t like XP triggers, in PbtAs and the like. They’re written to direct players towards interesting actions in pursuit of instrumental goals – to try to get a player like me to move where I’m supposed to for a [satisfying experience]. And they can be quite cleverly written for that! But they just mean I rush through a quota really fast, and come out the other side without even having gotten what the game would have wanted for me. Yeah, I hit the right notes, but that wasn’t [winning] when I did it. It was just what I was doing to get the points.

You know?

The friends we made along the way

At the heart of RPGs, as they’re commonly conceptualized, is a paradox.

An RPG is a group improv exercise. It’s a many-vs-one competitive game. It’s a chance to explore characters in complex and fantastical worlds, see what they do, watch them overcome impossible odds. It’s a roll of the dice, and sometimes you lose.

“The goal of the game is to have fun” is a platitude. It’s irritating to me whenever I see it, and it doesn’t give me any direction to aim for.

But… it’s the only goal a lot of these games could have.

Remember the hypothetical instant-surrender adventuring party. What distinguishes a loss from a win, anyway? If the fight doesn’t stop you from moving towards the end of the adventure, why would you bother with it? If it does stop you from reaching the end – well, you stop playing either way, right? There’s no material difference outside the game, the only impact is that within the game, you get either a victory result, or a defeat result. Things get narrated differently, and if you don’t meet again, that’s all it’ll ever mean. Same as any game.

The paradox at the heart of RPGs is that they want you to care, but winning is the language they speak.

It doesn’t have to be. I highlight Quests not just because I really like them, but because they’re a method of game design that puts players in a seat where winning and losing, overcoming obstacles, doesn’t make sense as a description of what they do. Other parts of the game do put them in that seat, it’s not something like Microscope by any means, but you can’t play the act of writing Quests to win, beyond writing in the aesthetic beats you want to see happen – and that’s what you’re supposed to do. The only reason you can play following a Quest to win is that you get a reward once you hit its end.

But, I’m not talking about all the wonderful RPGs doing different things out there. I’m talking about the popular conception, where what you have as a player is your character and the ways they can overcome obstacles. That’s what you get handed, and it’s the primary path you have to influence the imagined world around you. That means that influencing it to become satisfied has to be a win, and not doing so has to be a loss. Right? What else could winning and losing be?

At the core of what I’ve discovered about myself with this post is – I like having the comfort of knowing that I’m doing it right. That I’m following a process as is expected of me, and whatever the result, at least I didn’t fundamentally misunderstand things. If I lost the fight, it’s because I zigged when I should have zagged, or the dice were mean to me, not because I should have just ran. This is why I favor mechanical structures over social ones in games – systems are much easier to read. I can read the rules and know how they go, but operating a human is a matter of understanding their mood and wishes and the social dynamic and that’s all very stressful. I can’t talk to a person and try to get them to see something my way and know I’m doing it right. I can only hope.

Instrumentalization is an approach to RPGs that lets you have that comfort. Here is a goal, here are the tools you have to work for that goal, use those tools and we’ll see if you’re up to the challenge. That’s where it comes from, for me.

Framing enjoyment as the end goal frustrates me because those aren’t the tools I have. I appreciate Quests because they, directly, are a tool for framing a satisfying narrative. They give me what I need to understand “hey, I think this kind of thing would be cool” as a goal to work towards. So I appreciate design like that, too, because I can read it and the way it signals me to act, and I know that I’m doing it right by following that.

When a game like Eureka gives me detailed combat mechanics and a stress resource to manage and skills to aim for rolling, and it tells me actual win condition is to experience a compelling narrative play out, there’s a mismatch. The reason for that mismatch is, the challenge is supposed to be a prompt. We play with the rules, watch the characters succeed or fail, and, with some distance as players, view the resulting shape with some satisfaction. Ideally.

I’m approaching games with the tools I’m given. If those tools are for overcoming obstacles, I’ll be playing the overcoming obstacles game. Whatever the shape is after the fact, that’s hard to prioritize in the moment.

I suppose, in some ways, it’s overly simple psychology, but I’m a straightforward woman. I think this is the mismatch that makes instrumentalization spring up where it isn’t “supposed to”. This is why it’s an observed phenomenon, and it keeps having to be denoted as either [what we’re not doing] or [what you must do to a minimum standard]. Gamism isn’t Narrativism. We don’t like flashlight droppers.

There might be an ideal band of instrumentalization to reach. There is, actually, it’s just not in the same spot from game to game. The important thing, though, is that RPGs are usually written with the assumption that you’re aiming for something else. You want a [satisfying experience] out of the game, out of the shape of a story it produces – how much that leads you to being efficient with your gameplay, well, that’s a bit of a non-sequitur, don’t you think?

I would like for more RPGs designed where the tools they hand the players match the responsibilities the players are trying to fulfill. I think that’s a good standard of design to work from, if you can. Until then, if you’re like me, I hope this read helped you to at least organize your thoughts. “The goal is to have fun” might bother you, like it does me, but it’s something people mean when they say it, even if it’s not much of an answer.

If you’re not like me, I hope this proved an interesting case study in the play psychology of someone with a very different approach. If you got this far, I appreciate the open-mindedness.

To be honest, I hadn’t expected this post to have gotten this personal. I was hoping to have wrapped all this up in a neat little bow and conclusion, but I don’t think I really have one, in all honesty. I’ve identified the source of why many games agitate me when I play them, but, I suppose I’ll have to be content to leave it at that.

So, yeah!

The weight of the world, or, On GMing

Have you ever GMed before?

…This is a blog post, I can’t hear your answer. I don’t know why you bothered.

To some degree, the GM is just a role like any other. Plenty of games have clearly defined roles of several types, several have no delineation and keep all players as equal, some have rotating roles, most keep them locked after initial assignment. The dynamic of one GM and many non-GM players is just one enduring arrangement among several, and it’d be an error many pieces fall into to claim that’s always how RPGs work.

But, that is what I want to talk about today.

I have GMed before. I’m doing it right now, in fact. Not right this minute, but, as in, there is a game I’m running in progress at the time of writing. It’s a fun experience! To anyone reading this who’s never tried it, I highly recommend giving it a whirl. There’s an odd stigma in places about it, but, it’s very unearned. GMing isn’t all that harder than being a player of any other sort, and, really, it’s a lot of fun getting to control a whole world instead of just one character.

There’s a meme, of sorts. Mostly in D&D spaces, but I’ve seen it in RPG spaces overall. The “forever GM”. The complaint is, one player always has to be the GM since everyone else they play with refuses to try it out. It’s a meme I find rather frustrating, for a few reasons. It’s not true to my experience at all, everyone I’ve played with has also been a GM for various games, for one. For another, it’s a self-fulfilling concept. The whole arrangement is predicated on GMing as an unfun chore, and, once it builds up that reputation, it makes people less inclined to want to try it out, meaning they keep pressuring the one person most willing to do it. I can’t count how many times I’ve seen someone interested in a new game, but decide immediately that running it is too hard because they just assume that GMing is too difficult, and so, they just don’t play the game at all. Let me tell you, just as a personal tip, all of my capacity to acquire consistent play groups and try out the GMed games I enjoy was by GMing myself for people who were also inclined to run their own things, and getting them excited about what I was running. I’ve gotten to play games I thought I maybe never would, by running them, and then one of the people I ran for ran it as well! It’s a much healthier arrangement than all the complaints would have you believe!

And, really. There aren’t that many more responsibilities the GM has than any other player. It’s not as much work as people act. Here, I can list them all out now, it’s really not much:

A GM is a narrator and tone-setter. The GM’s job is to set the mood of the places, events, and people that come up in play. Giving them all identity is important, but the real meaningful part is selling a tone with them. Boring or repetitive occurrences will fade out of the players’ thinking!

A lot of the skill for this comes from paying close attention to your players. What kinds of themes engage them? What parts of the premise of the game excite them? You’re the one trying to tie this all together into a coherent narrative, or at least something that feels that way. Be a writer!

Alongside that, a GM is a world simulator. They’re controlling everyone and everything that isn’t the PCs, after all. (Maybe there’s a few special side characters the players get to control. But besides that.) The GM has to make that all come together and make sense. Where is everyone? What are they doing? Who are the major power players, what do they want, and how are they making it happen? When the GM poses a scenario for the players to deal with, it has to make sense. When something happens, the players need an answer for how and why. When the players want to try something unexpected, the GM has to know what the results might be.

Together, those two roles define the primary responsibility of a GM – to present situations to the players. Hypothetically, an RPG occupies a world as detailed as the real one. Ideally, the GM’s head contains that world. However, in practice, you have to present specific chunks of it. Contexts to exist in, enemies to defeat, conceptual challenges to their ideals, etcetera. These scenarios have to make sense as an emergent part of the world, and they have to thematically fit into the growing narrative of play. Together, that’s GMing!

They also have to make those situations mean something. If there’s no challenge, the players will glide through it and not really think about it. As a result, a GM has to be a tactician and an opponent. You have to be prepared to beat your players down, to be blunt. Most obviously, this is true in games with combat as a focus – you’re gonna control a whole set of enemies, and they have to match the entire rest of the table, or it’s gonna get boring. But, even outside of games like that! Are you setting the difficulties they’re rolling against? Are you handing them an obstacle progress bar they have to work to get over? You need to be making sure you’re giving the other players a run for their money. A GM who doesn’t know how to outthink their players and put obstacles they’ll struggle with is a GM people aren’t going to enjoy, much, unless they’re really uninterested in the game part of the game. (And if they aren’t interested, that’s a problem in its own right.)

But, then again, a GM can’t play too hardball. For the most part, your players are supposed to be winning. Remember the narrator role! You’re here to weave things together into a coherent story. How many stories do you know that have their protagonists lose all the time? How many actually serious stories do you know like that? Plus, the players have to be satisfied with their time. And remember how much power you have – you control the entire rest of the world. If you used that, you could absolutely just make them lose by arbitrary decision. That means, when you control the world realistically and with thematic appropriateness, you have to actively not do anything that would mess with the players too badly. You can react to what they do, but they don’t have the same power. You’re not here to win. A GM is a jobber and a heel – you look bad and lose so the players look good.

And on that note, it’s important that you make them look good. The players and their characters are the stars of the show. So keep the spotlight there! If too many of the important actions in the story are made by characters the players have nothing to do with, or, worse, that the players want to stop but aren’t allowed to, that won’t feel great. If too much time is spent with NPCs talking to each other and being in focus, then the players are essentially just there while you tell them a story, and that doesn’t give them much autonomy at all. They might enjoy it, but they aren’t really playing so much as just going along with things. The NPCs should exist in relation to the players, and be there to bounce off of them. Make them challenge, make them disagree, of course, but don’t make them outshine, and don’t make them have nothing to say. The PCs are the primary characters – the job of the GM is to control all the secondary characters that frame and exist around them. You’re there to be a foil and a secondary support.

Which, of course, ties into the earlier goals. Those secondary characters need to thematically play off the interesting aspects of the PCs to tell a coherent narrative, and they need to be internally realized enough that their actions are a coherent part of the world. No having people do things just because it’s convenient – you’re here to make this feel real. (But it can’t be so real that the PCs don’t feel special.)

But, remember. You have to keep them on your toes. Support them, keep them in the spotlight, yes, but don’t let them feel certain in how it all works. As a GM, you’re a plotter and a deceiver – you can’t ever show your full hand. The players are going to get cocky since they know they’re the center of attention. They’re going to get confident, since the challenges you present to them are supposed to be overcome. If they spend all that time confident and smooth, it’ll get boring. Throw them some curveballs! You need to have a plan for what’s going on, and the players shouldn’t be able to see that plan until they’re through with it.

So, if they guess what you have in store, maybe add a bit more? Oh, but that might be unfair. The ideal is that your plan catches them by surprise, and then they work to adapt and overcome it, and nobody has to pull any punches. If that doesn’t happen, you’ll get varying opinions on how much you should change things up or how much you’re allowed to change things up – whatever happens, you’re the one who needs to make it work. If the players figure out who’s behind the plot to bomb the senate and install a monarchy, and then they stop it, and nothing surprising happened… well, you’ve failed, kind of, right?

Of course, the players have to be interested enough to theorize. They have to care and wonder about what they don’t know, or there’s no point in you plotting it out. If they just tune out all the politics of it, you’ll need to make it pressure them into action, so they do worry about it. They rely on the local democratic systems to form a community supply of resources for dungeon-delving, or something, and now they have less equipment next mission due to bitter sentiment. But don’t force them too much, that’s railroading. Your plan has to be able to go off without a hitch, and the players have to be able to never learn it ever happened, and they have to be able to find out everything about it and stop it well in advance. But, none of those should happen. You see what I mean?

In short, you’re the wall maintaining the fog of war. The players don’t get to see the whole world, and you have to be sure the bits they can’t see matter to them. Otherwise, why would they try to find them out?

And that’s it. Those are, broadly, the core skills and goals that go into running an RPG out of the box. Practice all of those, and you’ll be right where you need to be.

…Now, that said. Running a game out of the box isn’t the be-all end-all of what a GM does.

Sometimes games are bad. Sometimes games are mostly good, but have a few bad bits. Sometimes games are good, but have a few bits that don’t work specifically for the tastes of the people you’re playing with, even if, in the abstract, they serve a purpose. Or, a lot of the time, the game is actively relying on you to fill in blanks, make rulings where the rules don’t cover. It’s rare that a system will claim to cover everything relevant to play. Resolving the rest is where you come in. As a GM, you’re a game designer in your own right. You need to fix rules that don’t work for your group, add new rules that do work when things come up the game can’t cover, rebalance when certain options prove too strong or weak, and keep on the ball with the system enough that you catch these things before they get too bad.

But, you know, also bear in mind your other responsibilities, and the limits they put on what you do here before it’s unfair. If a player has a powerful tool that lets them beat challenges, and you nerf it, and then the players lose… remember that you’re also the one posing the challenges to them. You’re the one trying to beat them (but not actually beat them too hard). If the players get frustrated, because the person trying to stop them has the power to remove their tools, that’s fair, right? It’s easier to buff a player whose options are weak than to do the other way around, when you get down to it. Though, of course, don’t over-buff, you still have to put the pressure on them.

And, on the other side of the arrangement, the game isn’t all you’re running. An RPG is a social event, and that means organizing people. As a GM, you have a certain level of social power over the other players in this context, so you’re the best person to set schedules, handle absences, that sort of thing. You also get to decide who plays and who doesn’t, which matters if conflicts come up. You’re going to need to be good at conflict resolution, and at expressing your authority without alienating people. It’s an extra layer of social work, essentially, but it’s not too bad if you’re experienced dealing with and defusing uncomfortable social dynamics. If you aren’t, a lot of problems emerge, so, best to be prepared, just in case. If a player is a problem, you need to be ready to intervene, or everyone’s gonna suffer. Even if they’re your friend.

Ultimately, though, there’s one goal each of these roles serves. One point to GMing. You’re an entertainer. You’re here to ensure that everyone has fun. If that means bypassing or ignoring one of the aforementioned roles, that’s how it goes. Some tables don’t actually want a serious challenge, and that means you shouldn’t be that for them – and that, if the game would present that by default, you have to put on the secondary game designer cap and tune it down to be easier for them. If that means an extended character drama complete with silly voices that’s mostly just freeform and doesn’t touch on the system at all, that means that’s where the job of the GM is. If the players aren’t having fun, something is wrong, and you’re the person who’s there to fix that. All the roles I’ve mentioned above are just elements of how to keep the experience fun for the players.

That’s all! See? That’s not so bad, is it?

…Isn’t it?

So, here’s the thing. Initially, I did want this post to be what I outlined in the intro. A call to action that more people give GMing a try, because it’s a fun time and presenting it as a terrible fate sucks for everyone. I stand by that, still! I think it’s good for people to get the experience, and it’s a great way to gather new groups and play new games you otherwise might not get to.

But, you know…

I just outlined a lot of work, right?

A lot of contradictory work, to boot. These roles are filled with conflicts of interest. You have to balance enough to challenge the players, but not beat them outright because you have the power to just change the rules, but if that balanced challenge would be dishonest to the world you’re playing in it’s bad to do that, but maybe that means the world is wrong and the game takes precedence? It’s all muddled together, and kind of a mess.

The thing is, for most games, all of these are responsibilities of the GM to some degree, but not evenly. Games that claim to discard game balance won’t discard it entirely because the result is nonfunctional in play, but they will give an answer to the question of, hang on, which should I prioritize? Games with clear win-loss stakes that don’t just slam the play to a halt (like unmanaged PC death, for example) shift the GM away from the responsibility of making it so that the players win. They don’t lose it entirely, but they get a decent way there.

Plus, you’re not going to get people to agree on the importance of these goals, either. I imagine almost everyone reading this had a balking reaction to at least one of the ones I presented, and, to be entirely honest, so would I. Some of these goals I think are just bad, or undesirable, or, at minimum, not for my tastes. But they’re all goals that I’ve seen people express, or act on, in the process of GMing. They’re all present as semi-consistent expectations. They are all, for some subset of the audience, things they expect a GM to do. If you’ve spent any length of time GMing, I imagine you either know how to do the things I’ve listed, or pointedly don’t do them when you run, with the particular mix of the two depending on your tastes.

And… that’s kind of strange, right? Looking at all this. A long list of contradictory goals, a massive amount of mental bandwith eaten up by them, and a large amount of stress to juggle when you’re trying to ensure that you haven’t imbalanced your priorities too much for the players to have any fun. It’s a strange position to be in, and, when it’s all laid out like that, it makes perfect sense why it gets talked about like it’s such a dire fate.

Like, of course people are tired of being put in a role with a mile-long list of contradictory responsibilities. Right? I find it a lot harder to hold that against people than I did when I started workshopping this post. And there’s more dimensions of work, which I haven’t even touched on. These are all your responsibilities in play – but what about outside of it? Planning encounters (and drawing maps for them, so many maps) if your game has fights, building a mystery if your game has mysteries, writing a whole cast of characters in advance, organizing the game in the first place… there’s a lot of work beyond the game, too. And that all very much compounds on itself.

Plus, you barely even get to play the game!

The game and its play

One of the points I harp on every so often in this blog is, the GM is a player role. They’re a player like any other. And, from that, you might go – right, so, they’re playing the game. And, that is true! But it’s also not.

[Play] isn’t just one thing, you see.

You sit there and you talk with your friends. That’s part of the fun, and you certainly get to do that. You all share talk on an imagined world, and you get to throw your piece into the pot to make it what it is. That’s also part of the fun, and, it forms a meta-layer of play in its own right, which you’re also playing. (The goal of this meta-game is to get your particular vision of the world and what you want it to be like to have as most traction as possible. In a sense, the GM authority gives you an edge in this game – but in another sense not! Though, I digress.) But, I mean the lower layer of play. The mechanics. The part where you take a bunch of mechanical toys and you link them together to try to make a shape where you win. The puzzle of gameplay, the thing the players do all the time.

You might have some of the toys, but you’re not playing like they’re playing. You don’t get the game.

You don’t get the win condition, in particular.

RPGs get talked about, a lot, as though they’re games you don’t win. And that’s kind of true, but not actually. More specifically, it’s more like a segmented series of games with discrete win/loss conditions that you move through as you go. Here’s a fight you need to win or lose. Here’s a vault you need to break into and get this thing out. Etcetera. The shape is different from a board game where you have your final victory in mind from minute one, but, having a goal and working towards it is one of the most common activities in RPGs – especially ones that lean heavily on a GM role. The GM is very convenient for this, in fact! They get to play the opposition.

Which should be a counterargument. Right? The players play on one side, the GM plays on the other, whichever side plays better wins. It’s competitive solo-vs-team, the GM absolutely plays with the mechanics like the players do. What am I on about?

And if you’re like me, that actually is the position you take in response to this argument. That’s where I’m at, at the very least as an idealized mode of play. That’s how I’ve played and ran games (ones that can work with it as an approach, at least), and I’d argue I was playing, then.

But, statistically speaking, you probably aren’t me. And I would expect that that isn’t your response, either.

I wrote about this before. (Among other things.) The prevailing sentiment in RPG spaces would object to a GM playing like that at all, and directly declare, hey, you’re not supposed to be opposing the players. That’s adversarial, or something to that effect. When you do play against the players, you’re presenting obstacles to challenge them, but they should overcome them. If you actually defeat them, you’ve screwed up.

Now, sometimes, players catch flak for the same thing. They might get judged if they try to win too much, called a powergamer or selfish or what have you. But there’s, comparatively, a lot more wiggleroom. One of the privileges of being a player and not a GM is the right to try your hardest. And, really, that’s the [play] as I’m discussing it here – having a goal, doing everything in your power to make that goal happen, and, whether you win or lose, having the satisfaction of being pushed and really making an effort.

And, how much that matters is going to depend on the person in question. I know some people who don’t care at all about that experience, and it’d make no difference. I know some games that don’t put meaningful pressure on anyone to try to overcome them. But, for the games that do, and for the players that do… usually, the players get that experience, and the GM gets the job of ensuring the players have that experience, rather than actually getting it for their own.

The GM’s got a different goal, see. A meta-goal. Hiding right in the implications of the last one on the list. The GM is there to ensure every player has fun, and that’s what they’re optimizing for. And that means…

Well, it means a lot of stressful and confusing social maneuvering, and figuring out the particular tastes of every player involved. (That thing I said about some players not caring about being pushed and forced to try to win from their challenges, and other players really caring about that? You have to spot that, and cater to both.) But, more relevantly, that means it’s a goal! The GM does have something to aim for, and win or lose at, after all. They’re playing a social game, while everyone else is playing a puzzle game.

The trouble with that, of course, is that everyone is playing the social game.

How to win at RPGs

People don’t really come to RPGs to overcome obstacles.

That’s, a lot of the time, the gameplay. And it’s fun to do! [People] doesn’t cover everyone, in the above sentence. It only sort of covers me. If you drop a game in front of me, tell me about the fights I’ll have to win and the puzzles I’ll have to solve, I can be satisfied with that. If I read through a rulebook to see what it’s about, and the rules are all about exactly that, then, yeah, you should come to the table prepared to focus on beating some sort of challenge.

But if you’ve read, like, any RPG before, and how their introductions frame themselves, you’ll know that’s not it. Hell, if you’ve just asked someone to explain RPGs as a medium to you before, you’ll know that’s not it. It’s not what people sell you on.

RPGs are collaborative storytelling and improv exercises and opportunities to indulge in playing a character, and all that jazz.

These aren’t activities people conceptualize as having winners and losers. And, for good reason – improv where you’re trying to have your way the whole time and not let the other guy do anything to contradict that, sucks. It’s a bad experience for the both of you, and also just rude to do. On the same token, however, even if your partner isn’t trying to push things away from what you want, if things never go in a direction you enjoy, and you don’t try to pull them towards that, at the end of it you won’t have gotten any satisfaction out of the deal. And, probably, you’ll make them feel bad, if they wanted you to have fun as well. (Which, ideally, they do.)

So, the ideal state is somewhere between those two. Everyone is getting some amount of what they find fun to play as an improv story, and nobody’s getting boxed out because of it. That’s what idealized freeform roleplay feels like, among other things.

That’s what winning at RPGs is. (Kind of. It’s actually slightly better practice to err in favor of satisfying yourself a bit more than other people, because you know your interests better – and really, all of this is going to be messy unless you’re openly discussing things as a group and willing to shift gears if someone is uncomfortable, but that’s its own beast.) That’s a goal that everyone is working with when playing, including the GM.

This goal is, at times, directly contradictory with the goals of the game itself. What if you, personally, would find the flow of the story more interesting if you lost this fight? Should you try to lose on purpose? Is that against the spirit of the game? Is that rude to your fellow players? The answers to those questions are contextual on what the game wants you to prioritize, and the answer can be pretty hard to tease out if it isn’t open about it. Even worse, if your fellow players have different answers than you do about what’s kosher and what isn’t. (And if they do, then, they’re unsatisfied and upset with you – which means you haven’t won the social game after all!) It’s kind of a mess, and navigating that mess is one of the reasons RPGs have a diversity of different priorities to their design. You can make games that privilege the mechanical play over player satisfaction, games that contextualize their mechanics as props to be arranged to produce that player satisfaction, games that focus on different sorts of satisfying shapes of narrative as what they produce, etcetera. It’s neat! And a massive headache, unless everyone’s on the same page.

Which brings us back to GMing, ’cause the GM is assigned with ensuring that everyone wins this social game. That means unless everyone is satisfied, and on the same page of how this game will satisfy them, the GM is on the hook to fix it. The trick for getting what you want in an RPG, for “winning” as I’m talking about it here, is left as, don’t worry, the GM will ensure it. Or else.

One of the inspirations for this post was reading through the quickstart of Realis. Realis is an interesting game. Essentially, the gameplay is informed by having a list of declaratively true statements about yourself and the world, and, if your actions are in line with one of those true statements, you just succeed. For instance, “I am a master of swordfighting” as a sentence lets you narrate yourself beating someone in a swordfight, and unless they have a statement of their own, you win.

It’s neat! I enjoy tech like this, I’ve appreciated it in Nobilis and I appreciate it here. And, here, too, there are adjudication rules for when statements clash. Each statement has a numerical power level, which increases over time as specificity also increases. It makes for an interesting balancing act – “I am a master of swordfighting when wielding my trusted blade” is a more powerful statement than “I am a master of swordfighting”, but it takes more work to engage. Similarly, it’s the duty of the GM to define the statements the enemies are working with, including their power rating. Without that, any statement would be just as true, so, incentivizing specificity means the GM needs to be putting solid numerical pressure on them. In fact, they only grow in power and specificity by experiencing failure at the hands of a stronger enemy statement. Mechanically, posing statements that are stronger than the players’ is the main point of interaction the GM has.

Anyway, here’s a snippet from Realis.

This is, I think, a fair thing for the game to say. I’m always in favor of games communicating how they want you to play them. But, on the same token, it’s asking GMs to not use the one mechanical form of engagement they primarily have. Or, at least – to only use it for the purpose of the social game. Posing sentences for the players to overpower or have to outmaneuver isn’t gameplay, in the sense of a challenge two sides have to overcome one another through, it’s props for the production of satisfaction.

That’s the trick to it. That’s what’s going on when people expect victory while playing D&D. That’s what is expected of how a GM engages with their mechanics, a lot of the time. Not playing a game, but arranging props for other people to feel good as they play around.

And… I have complicated feelings about that.

Murkiness

There’s a lot of GMing advice out there, much of it contradictory with itself. You can find advice on how to run a meaningfully difficult combat encounter and advice on how to make enemies make realistic mistakes and flee when they hit half health so the players don’t face difficulty that feels too much like a game. You can find advice on how to prep scenarios in advance so the players have things to engage with; advice on how to never prep anything because that’s violating the spirit of player freedom and truth to an emergent world; and advice on how to prep things in such a way that the players don’t notice, so they still believe in their freedom and the emergent world even if that isn’t really there. You can scroll to the first section of this post again. And there’ll always be more of it, and all of it is pulling in contradictory directions.

That’s because games want different things from their GMs. Realis up there wants you to be focused on the social layer of appealing to the players’ sensibilities, in particular appealing to their sensibilities of what an exciting narrative might be. Any number of OSR games out there will tell you to hold to realism of the world as a highest principle, and then never quite state that you should play the social game to be sure you appeal to whatever the players think realism is like, because their immersion is necessary for them to keep playing. And… heck. I’m a big proponent of games standing on their own merits, but, the quintessential bit of GM advice that always grinds my teeth in? [It’s fine to ignore the rules or get them wrong, as long as people have fun]? It’s true, right? Even just from a pragmatic angle, the people you interact with being socially unhappy just affects you more than not following the rules does. In the long run, adhering to a system gives more consistency to the experience of playing, but, when you’re a human being, a social primate, and not me on the internet yelling about elfgames, that’s a very distant priority. This is a social affair, and that means placating people and managing expectations to keep things smooth.

That’s the murkiness of GMing. It’s the murkiness of RPGs as a whole, but, a lot of the arrangement is set up to resolve that murkiness by pushing it onto the GM to navigate.

The role of the GM is, in many ways, a scapegoat. You can blame them if the system is bad, because they should’ve fixed it. You can blame them if the social dynamics don’t work out, because they should’ve moderated it. You can blame them even if you do everything you’re supposed to, and they do the same, and everything went exactly as it should; but you didn’t feel satisfied at the end.

And… I can’t in good conscience come on my blog and go “hey, being a scapegoat gets a bad rap, you should try it,” right?

So, then, approaching GMing starts from figuring out how to not be that.

Those priorities I listed at the beginning? Most games don’t ask all of them of you. Some of them do. You don’t have to listen.

Some of these priorities you’ll find easy. Some of them you’ll find hard. I’m good at charting out thematic events to hit the players with, and worse at holding a simulation of a world in my head. More importantly, some of them you won’t find fun. It’s worth experimenting running different kinds of games to see, but, start with what excites you. With only the responsibilities you would want to do.

Most importantly? Always ditch the last one. Having one person responsible for everyone being happy is a cursed position to be in, and, it’s got conflicts of interest with every other piece of authority you’ll have. That’s the one that makes you a scapegoat, more than anything.

Once you’ve got the set of what you’re up for trying, be open about that. Be clear about what the play will and won’t engage with. You’re not here to make meaningfully difficult fights, but you can make them feel in line with the world as it’s been presented? Cool! There’s players who will jive with that, and players who won’t. If they know that in advance, everyone will be a lot happier from the get-go.

And… yeah. Yeah, that does mean that some of your friends won’t want to play what you’re running. A friend group tends to cover a broad spectrum of RPG play interests, usually incompatible. And that’s okay. It’ll be a better social experience this way. (And, even if you value the game as a consistent friend group activity more than any of this – being open that they won’t get what they want if they play is still the best answer.) People deep in the RPG trenches tend to cluster around enjoying certain sorts of play as a direct result of this. It’s easier to play with people who like the same kind of play you do.

All that’s pretty hard for a newcomer to GMing, or a newcomer to GMing in an ideally-less-exploitative manner, and you’re gonna slip up here and there. Some of these concepts may sound fun, but not be something you can pull off in execution. I’ve been there myself. The important thing is to learn your limits, be able to adapt, and explain as such to your players.

To a lot of players, the GM is a black box do-anything machine.

Probably the biggest asset a GM can have is players that understand just how much that’s not the case.

After all that, I still recommend giving GMing a whirl. It’s a lot of fun, when it’s going well. Not fun in the way being a player is fun, they’re not even close to the same experience… but even so, it’s fun in its own way. There’s value in that experience, too.

(And, to the designers in the audience – all this is a short introduction to my real agenda, why I think the GM role is deprecated and contradictory tech and a more distributed or systematized structure for running games is well worth investing time in. Check out Emberwind‘s enemy AI, or, any one of several Belonging Outside Belonging games. There’s so much cool GMless tech out there.)

(But, I digress.)

So… yeah!

Smoke, mirrors, and satisfaction

I don’t like dying very much.

(For clarity, this is a post about RPGs. My thoughts regarding death in real life are a matter for another time.)

I get attached to characters easily, and, often, some of the most fun I have in games involves slowly exploring the nuances of their personality and what riles them up. It’s what I enjoy, and, naturally, if that comes to a sudden and abrupt end, that’s upsetting and inconvenient in equal measure. It makes me less likely to bother getting invested in whatever I play next, and it disrupts any ongoing plans and plotlines centered on that character. It’s just not my cup of tea.

This is, in my experience, a pretty common opinion. (It’s also, I think, a big source of culture clash between different interest spaces in RPGs, because what it isn’t is a universal opinion – but, I’ll get to that in a moment.) And, it’s most definitely a solvable problem, both on the system end itself and on modifying the system table-side. Even just making death an opt-in risk goes a long way to resolving this conundrum, let alone anything more nuanced.

But that’s not what I’m here to talk about today.

There’s a game called Lancer that I really like, which I’ve brought up as an example here a few times. It’s a combat-focused mech RPG, and, in the course of that combat, the character you’ve spent all this time on can randomly and unexpectedly die.

Kind of.

The combat is, usually, giant robots fighting other giant robots. Enemies can be more varied, there’s rules for tanks and infantry squads and giant monsters and ectetera, but, that’s what the players are. And, for the most part, their character is the squishy pilot inside of that mech. That pilot is immune to all damage, can’t even be targeted, until their mech is destroyed and they need to bail out. Once that point hits, which is usually an adventure’s worth of attrition, the pilot can run around the map doing attacks for a bit of damage so the player is engaged a little. If that pilot goes down to 0 HP, they are downed and can’t play anymore – and then, they roll a d6 and only have a 1 in 6 chance of actually dying. And, for the most part, shooting a pilot just isn’t worth it vs shooting a mech, since mechs can contribute to the fight way more – this usually only happens if the GM does it on purpose or a big flamethrower blast clips the pilot or something.

So, that’s a lot of layers to get through before that actually happens. But it can happen. Technically.

I’ve seen it happen once, in all the time I played Lancer. To me, in fact! At the very final boss of the campaign, the last mission. We’d all gotten battered hard, my mech got wrecked on account of me making a few reckless plays, and then my pilot got caught in an area-blast effect, and I got unlucky with the d6 roll and died. A combination of misplays on my part, difficult enemy tools to deal with, and a few moments of bad luck in a row.

We actually lost that fight. We all died in the narrative aftermath, but I was the only one who died mid-fight like that. Our GM had prepared for that possibility, and had an epilogue prepped for the eventuality that we just beef it like we did, but, they were pretty anxious throughout it. They said they felt bad that this was how it went. This was the final boss, the big capstone of the whole campaign, the wrapping up of everything we’d set up. We were supposed to win.

That’s not supposed to happen

I have, a policy, or, really, a guiding principle of design. If something isn’t in question, don’t make it a question. If you don’t want a certain outcome to take place, don’t make it a possibility. If the game can’t handle the impact on character arcs and narrative expectations of a PC dying, don’t make luck have a chance to kill them off. For instance.

I stand by this. I think, in broad terms, it’s just baseline good advice for game design, and a lot of the problems I encounter in games are borne from that issue. (People get a bit too attached to the idea that anything can happen, I think.) But… is it actually true, for Lancer, that character death isn’t “supposed” to happen like that?

Well, to ask the question another way. If it is supposed to happen, why is it so unlikely? Why is there a specific writeup for how you can just clone your character for next mission with a minor personality shift rolled from a chart and that’s it? And, heck. Why are there tightly-balanced enemy designs, and pages on pages of how to design difficult fight objectives that might be won or lost, if, in the big final boss capstone of the whole campaign, we’re just “supposed to win”? What is any of this for?

Today I’d like to pick apart “supposed to”, desire, illusion, and fear.

To start with, let’s get the obvious and (in my opinion) meanest interpretation out of the way. Lancer has random chances of characters dying because it’s unrealistic to expect that that wouldn’t happen. Because, if a dismounted meat person gets shot by a mech, they might die, intuitively. That’s probably something you would expect to happen.

I say this is the meanest interpretation because I have a very dim view of it as a logic for design. RPGs are not systems of logical intuition. They are not engines of realism. They do not craft a world that is entirely coherent, because an entirely coherent world is an infinitely complicated structure. What they do is approximate that, and use those approximations to compose a coherent and enjoyable (for whatever “enjoyable” means) experience for the people engaging with it, and then, under the principles of design, are expected to tune that approximation to better suit the experience and needs of the user. If a game designs itself in a way that “makes sense” but is worse for the player experience, I consider that design a failure.

However. To argue against myself a little. The player experience does include their own irrational foibles. And one of those consistently is a sense of [makes sense]. (It varies from player to player and audience to audience, of course – but it recurs in multiple humans, at least.) So if a game does something that clashes with their intuitive expectations, then a subset of players will have their experience diminished, will be pulled out of the experience, even if those intuitive expectations produce a worse and less-well-crafted play experience. Learning to discard things like intuition is an active skill when engaging with RPGs, one I myself needed to learn in my own time with the medium. For players who have not practiced that skill, or do not wish to, this is an obstacle.

The next obvious angle, I think, is to interrogate our givens. Maybe characters are supposed to die every so often. Which, again, brings out the rarity question, but, that does maybe have an answer. You’re only going to be out and about as a pilot at the very end of the mission, for the most part, since Lancer is an attritional game. And even then, it’s pretty unlikely that happens. So, it’s on the table, but rare enough that it won’t happen more than once or twice during a campaign – without having to make an explicit “once this happens, it cannot happen for the rest of the campaign” type rule that people would try to take advantage of.

But, like I said. Most of my time with Lancer, full campaigns or otherwise, it never happened at all. The odds are too slim if that’s the idea.

But then, on the subject of taking advantage of the rules. I said that you can only have your pilot in play once your mech is destroyed. But that’s actually not the case. You can just dismount and run around the map, and if you’ve invested in an AI to control your mech, you can control both it and your pilot at the same time. That’s some extra damage output, from the small contribution your pilot would give. It’s, potentially, something that everyone would toss on for the free extra bits, if it weren’t for the risk. Right? So it serves as a deterrent!

Except, because of the aforementioned cloning thing, it kind of doesn’t? You could just have your pilot die each mission and have your AI run the mech, as incongruous as that would be. So, other deterrents exist. Your talents, a big part of your build, don’t work if you have your AI piloting your mech instead. There is a way to circumvent that, but it itself costs several talent points. Frankly speaking, the extra plinks of damage from the pilot just aren’t worth the cost, with or without the risk of death. The only builds that really play on this do so with an extra talent on top that lets their pilot do free heat clears, a rare commodity in the resource economy of the system. But that talent also makes your pilot have a shield that makes them immune to damage and pops them back in the cockpit when shot, safe and sound. So the risk still isn’t a meaningful deterrent.

So, what’s going on here?

I think the answer is a bit complicated. Contradictory, in fact, which is why it’s a bit hard to tease out one answer from the above summaries that feels like it gets everything. So, instead, I want to put a pin in that, and shift tracks to something else that’s been bothering me in all this.

That final boss fight. We were ‘supposed to win’ it.

Lancer is a game about fighting. Those fights are pretty difficult. There’s a pretty solid system in the game for giving those fights objectives that aren’t just [kill all the enemies], usually tuned so that when such an objective is in play you can’t kill all the enemies, you just have to hold them off from the zone you’re trying to capture for six rounds, or such like. The game wants its fights to be hard to win, and for you to be prepared to lose and the story to deal with the consequences of that.

This group knew that. We’d been totally prepped for defeat in many pivotal fights, with stakes clearly established if we failed our objective. Which is good! That’s, the best approach to take with these things. It’s what the game needs to make it so the fights itself aren’t just smoke and mirrors. It made the game as a whole a lot more satisfying, to win and to struggle through both.

But then we hit the final boss, and, that, we were supposed to win.

See, a boss fight is kind of a paradox, in terms of the motives behind it. You want it to be a big dramatic setpiece, with pivotal implications for the characters involved, since it’s capping off a whole arc, or potentially several. You also want it to be a struggle, so as to avoid invalidating those dramatics with a cakewalk. But. If it’s decently difficult, there’s a meaningful shot our heroes lose. If they lose, there needs to be some direction to go from there that still serves the dramatic wrapping-up-the-arc purpose, in an at least semi-satisfying manner. Sometimes that makes for a good hook for the troubles of a future arc, but, if it’s a final boss? The end of the whole going? That means you’re all going out on a losing note all of a sudden, and if the villain’s plotting something dastardly… do you just let that follow through? The world was destroyed, that’s a shame, hope you enjoyed the game?

There’s a lot of possible answers to these questions. Some satisfying, some less so, many entirely table-taste-dependent on how much of an issue they are. But, I think the easiest one is pretty apparent. Throw the fight. Give a good spectacle, pull in character arc references as needed, but make it so the final boss doesn’t actually get a real shot at it. You know, make it so the players are supposed to win. It kinda just, lines up better with how we expect stories to go, a lot of the time, and, usually, for players invested in the arcs of the narrative, how they want it to go.

I tend to get pretty invested in mechanical struggle, myself. I like winning, I’ll admit it. I’d rather win than lose. But, honestly, given the choice between a difficult fight and a free win, I’d rather have the former, even with significant stakes for loss. The thought of the victory just being handed to me feels, iffy. But… I didn’t notice, really, until we actually lost. I didn’t think, “gee, is the GM throwing?” even at points when, maybe, they were. (Which makes the loss a bit more embarrassing, but shhhhh.) From my end, as a player, it looked the same as any fight where loss was on the line.

Here’s a question, then, in that vein.

Does everyone like to lose?

…Well, that’s an extremely loaded question, actually, which I need to deconstruct a little myself first. So, bad job, me. See, I don’t like to lose. I’m rather averse to it if I can help it, and frustrated if I can’t help it. But, I just said that when I’m faced with a challenge, I want it to be on the table. And, honestly, even that needs qualifiers. I quite like games that are built on failure per se not being an option. I just got my beta copy of Kedamono Opera, which I should talk about sometime, and its whole tech is based around automatically overcoming the challenges before you, but you roll to determine what other tragedies are foretold in the process and how difficult it is to get through. I find that neat! I don’t mind that at all. But the game’s upfront about it. If I’m playing a game that says, hey, here’s a challenge, it’s up to you to play well so you win and don’t lose, I expect that to be true. If a fight is a struggle to win, there ought to be a timeline where I don’t, and it’s on me actually paying attention and playing well to ensure that doesn’t happen.

That’s what I’m asking. Do you think everyone is like that?

‘Cause, I don’t.

I’ve played games with people who always reacted to loss with frustration. Not in the way one gets frustrated at bad dice luck, or having misplayed, or thinking your fellow players misplayed, or etcetera – not frustration at the process, frustration at the result. I’ve played alongside people who have said, in the same cadence as before. “I was supposed to win.”

Now, in most competitive games, I think people would have a rather dim view of that comment. I imagine words like “salt” or “toxicity” are springing to mind. But, I’m not here to cast aspersions, because I’ve found that with RPGs, a lot of the time, the expectations are very different. I imagine some subset of the readers are currently balking that I analogized a GMed RPG to a “competitive game”. There’s an idea in the zeitgeist, in players and GMs both, that it’s specifically not that. That challenges are a performance to explore how people overcome them, but not if. You’re supposed to win.

But you can already see the problem, right? Or, there’s several steps that could be the problem.

The key string of words, in my eyes, is:

“I’ve played games with people who.”

This is me speaking from personal experience. It’s not only speaking from personal experience, I’ve talked to other people who’ve observed this, I’ve talked to other people who have been this person themselves, I’ve read a whole bunch of dubious RPG advice predicated on the concept.

But why, when I’ve laid out my tastes, have I been playing games with people like this?

The solution is obvious, right? Some games are built with losing as an active aspect of play, some aren’t. Those games will require a different design paradigm to be interesting. When I’m playing for the struggle to win, I should play a game in the former category, and if I’m playing alongside people who don’t, I should be playing something in the latter, or they’ll be unhappy. If losing is on the table, it should be something that’s supposed to happen. If a player isn’t here for that, why are they here, with me, in a game like that?

And I think the answer is… they aren’t. We’re playing the same game, yes, and that game is built with structural expectations, but they aren’t coming here based on the expectations of the game itself. They’re coming here with their expectation of [how these things are supposed to go]. The game tells them they can lose, and they say, yeah, but I’m supposed to win.

So, again. The solution is simple, right? These people who aren’t me are just thinking wrong, and need to change their ways in accordance with my brilliant vision. Ship it, I’m so smart, I love it when a thesis comes together in a way that lets me change nothing about how I think.

Except…

I’ve laid this out to people. (In slightly less rude terms, I hope.) I’ve talked to them about this, and what they might want. I’ve proposed games that aren’t built around playing to win and accepting defeat as a primary mechanism of play. Games where you are, structurally, preordained to win.

And the most common response I get is some variant of, that’s not interesting. That’s cheating. Where’s the fun in that?

Now, I don’t want to answer those responses. I think they’re very answerable, though it’ll depend a lot how compelling any one answer is to a given person. Instead, I want to posit an idea of why this is the common reaction.

To wit: There’s a disconnect between [what’s supposed to happen] and [what a game is supposed to include]. The game, as its own object, has expectations put upon it. When I proposed that a game should only contain things that are supposed to happen, in that moment, my logic diverged.

That sounds familiar, from our earlier discussion of character death. Why can a pilot die in Lancer, but practically speaking that’s just not going to happen? Because, while it’s not supposed to happen, the game, as its own object, is [supposed to have it]. If Lancer had its pilots roaming around, but no way for them to die, some section of the audience would say “hey, that’s not right”, even though that section wouldn’t want that to actually happen. (The game has some affordances to make it so even if it does happen, it doesn’t, as I mentioned before – you just make a clone with the same personality at no cost and move on.) And so, as an appeal to that audience, the mechanics are included, just made unlikely enough that they don’t matter.

Simple enough, even if I don’t agree with the logic designwise.

Except… (again…)

What if you’re someone who does want that to happen?

You know, I frame all this like I do because I don’t particularly enjoy character death as a randomized possibility. But, I’m not everyone. I know that’s a whole contingent of RPG players. And there’s games built with that as a baseline, and games without that.

A player like that could read Lancer’s pilot rules, right? There’s no law saying players of certain tastes can’t read certain games.

What then?

Well, some of them might be confident enough in their guesswork when reading the game to go, got it, there’s enough steps in the way that this probably won’t happen. But I don’t think they all would. I don’t think that’d be a fair expectation to put on them, given the game’s new to them in this hypothetical. There’ll be some prospective Lancer players who go in, comfortable and interested in PC death, and think the rules support that.

If they’re a player, isn’t that going to be a bit of a problem for their expectations?

If they’re a GM, what if that becomes a push in their eyes to nudge the gameplay towards circumstances where that does happen? And where does that leave the players at that table, who maybe aren’t interested in that?

You see what I mean, right? These are all reads of the game that people come away with. I’d be happy to argue that mine is the most valid read, that people just shouldn’t get other impressions of what the game supports like that, but, they have, and they will. I’ve talked to all of these people. My question is, why is this happening, and what does that mean?

Don’t we know what we’re doing?

RPGs are built on communication. They’re social activities. A lot of the time, they’re only social activities – you just, talk back and forth until you hit somewhere the game has opinions on. Understanding what you want, and what other people want, is core to the experience.

But it’s not automatic to the experience. If you’ve ever had to read a section on safety tools when flipping through a rulebook, you already know that. Humans aren’t psychic, and they’re all operating on different baseline expectations. And some of those baselines are often seen as [so obvious they don’t need to be said].

If you were to ask me, on a lazy day, on a day where I’m not really bothering to think about this post, about that? I would absolutely classify “PC death is intrusive and bad for a game, it should be avoided” as that. I’d just, figure that’s how it is for everyone. And I’m not the only one there. I have been trying very hard to dance around the D&D in the room, but, I recently happened on someone talking about the game, and they very casually talked about character death as an active intrusion, and, worse, a sign of a bad GM. That a good GM would actively rein in and change mechanics on the fly to ensure it doesn’t happen. That wasn’t even the argument, it was the lead-in to what their actual argument was – that was a given.

But, it’s not given, is it? It’s not as if someone could read D&D, where hitting 0 HP puts you right on the fast-track to losing your character, and deterministically conclude the game doesn’t actually mean that. Just taken on its face, I’d feel obliged to say the people who think that death is expected are right! I mean, it’s right there in the rules! But now they’re running the game wrong, because they came to a different unspoken expectation than I did?

That sounds like a social trap, and I don’t like those. It’s an expectation of coming to a certain conclusion, in defiance of what’s put in front of you on the surface, and a social punishment if you don’t come to that conclusion.

Buuuuuut, I am not here to gripe about the cultural mores surrounding D&D. (Directly. Everything I’m saying here does apply to that context, but it’s not specifically about that.) Instead, I want to loop back to one of the things I posited earlier, in regards to a new question:

Why don’t we just speak these expectations?

Why wouldn’t a game just go out and say that PCs aren’t going to be dying from these fights? Why would a player set a social trap of expectation instead of just say it?

(There are, more complicated social factors regarding the latter question. Players are in an odd position, and many are timid. But the former? Games don’t have anxiety, they’re just words on a page. They’re fine!)

Or, to put it another way.

Why would a player who doesn’t want this as a part of their game, say it’s [cheating] for a game to work like that?

I think the answer is – players are liars.

Yeah, no kidding, I just lined out a mismatch between expectations and stated interest. But I don’t mean that. I think a lot of players are lying to themselves, and more specifically expect games to do the same.

(And, I don’t think that’s a bad thing! Frustrating to design around, maybe, but I want to be clear – lying is morality-neutral, in my framework, for this.)

See, the answer to “why don’t people just say what they expect out of a social context” is that that’s hard and people often don’t know how to do that. And, trust me, I find that frustrating too! Navigating interpersonal stuff would be a lot more convenient if people could just hand you a business card outlining what sorts of interactions appeal to them or frustrate them. But that isn’t how people work, entirely, and it’s not how they expect to work. Without sitting down and dissecting their own tastes, it’s not contradictory at all to say both “I expect a game to have provisions for characters dying” and “I actively do not enjoy it when my characters die”. Those are just two impulses that emerge from a given player’s thinking, and that’s all they have to navigate with.

The onus is on the game, or, often, even worse, on the GM role, to resolve this. To turn a set of impulses back into a structure that suits everyone, while, and this is the important part, still appealing to all of those impulses in how it presents itself. Because [I do not enjoy PC death] is structurally more important, the game has to be built around that – but it has to claim to be built with both in mind, or one of those impulses will cry foul! The game is expected to lie to them, to claim it covers every base they could ask for, and then actually only do what they structurally want!

Now, I might have been a bit misleading before. Saying I “don’t think this is a bad thing” isn’t strictly speaking true. I think this whole arrangement is frustrating to navigate, often leads to a lot of stress put on whichever player is put in the GM role, and my smug neuroatypical-on-the-internet take is that clearly people should just get a hobby of dissecting their own psychology and enumerating their structural desires, and we can return to that business card idea. But, that’s dumb. People aren’t going to do that, and it’d be nonsense to expect that everyone would. So, this is something that RPGs have to work around when presenting themself.

It’s also something that we have to work around when writing RPGs. Because, while I like to put people in boxes, game designers are, in fact, a subcategory of player. And I think it would be foolish to say that examples like this are included exclusively in opposition to the designers’ wishes, the designer filtering out which of their own wishes are lies they want to tell is something worth recognizing. Character death isn’t even the only one of these in Lancer – there’s a mechanic I really hate in there, primarily for how intrusive and yet nothing it is, regarding the game’s AIs having a risk of going rogue upon getting shot too much, and it’s a very similar story. Extremely unlikely to ever come up, it’s a literal 1 in 20 chance upon taking serious damage, but directly reflective of a conceptual facet of how AIs work in this world. They’re big naturally-occurring machine intelligences that have to be calibrated to think in a human framework, and that calibration can be knocked loose, and this is a reflection of that idea. The mechanic itself, frankly speaking, contributes nothing and makes the game worse for its presence. But! Its existence is a thing the players will read and go, “oh, this is an important part of the setup, this is A Thing That Can Happen”. It’s a flag. It’s a lie.

So, mechanics can be there to provide signals to readers about what’s conceptually possible, even though the mechanics themselves practically aren’t going to come up. Using a part of the device as though it were an extra layer of paint. And because players are primed to read mechanics that way, sometimes you get people fundamentally disagreeing on what [the actually important parts] are, and that way trouble lies. My obvious conclusion is – think about this more as something to communicate, and that way you’ll be able to separate people who read character death in Lancer as expected, people who read it as possible but unexpected, and, me. Those boxes would probably have a better time playing Lancer with one another, than someone grumping about this like me, right?

A digression of discourse

Have you ever heard of “fudging”?

It’s a rather contentious topic. “Fudging” is the act of specifically changing the result of a dice roll (or other randomization method) to a different outcome that is considered more interesting, desirable, or [supposed to happen]. (You can probably see where I’m going with this.) Notably, fudging is usually only considered for GM-role players in particular. Non-GM players doing the same thing are usually said to be “cheating”.

I’ve seen a lot of stances on the concept, often hardline. Fudging is never acceptable. Fudging is only acceptable if you’ve informed the players in advance that you do so. Fudging is only acceptable if you skew the outcomes in favor of the players. Fudging is a necessary component of GMing and refusing to do so makes you a bad player. Etcetera etcetera. I have my own thoughts on the matter, I cannot resist a bitter argument between unchanging viewpoints, but, I’ll spare you that today. Instead, I want to look at the notion in the context of what I’ve examined above, and see what the contention of fudging might be able to imply about broader concepts of what is [supposed to happen].

At its core, the drive to fudge something is the same drive as to apologize to the players after they lose a fight. The game produced an outcome, and the players, or, specifically the GM, declared that outcome wrong. The philosophical underpinning of fudging, from that lens, is that it’s better to do what’s supposed to happen than to do what the game tells you, even if that makes part of the game an artifice. In that sense, say, changing the rules of Lancer so that pilots don’t have a risk of death when being downed (something I regularly do) is not unlike fudging in concept.

However, then there’s the deception angle. One of the common complaints I see regarding fudging is that it’s lying to the players. They are told they can succeed or fail, based on GM-facing mechanisms, but then if the GM chooses to turn a failure into a success, or vice versa, there was never any chance at all. If the GM told the players that this effort was just going to succeed, or so this contingent claims, it wouldn’t be as much of a problem. The core of the issue is when the players are being lied to.

Now, there’s an easy way to tie this digression back in. Some set of players of RPGs expect to be lied to, some really dislike the thought, this produces problems when those sets are poured into the same pool. It’s a simple conclusion, and, I do think, a true one. But, see, it’s not quite that simple. I’ve seen people in both categories. People who raise this specific complaint about fudging, but then actively prefer a setup like Lancer‘s to out-and-out not including death as a stake.

That perspective implies a difference in the type of [deception] it is. And, when I’ve asked about it, the most common answer I’ve gotten is hesitance to call what the game is doing deception at all, followed by, after my trademark stubbornness and charisma, a begrudging acceptance of that with the qualifier that it’s “more fair” when the game does it. That, if this is the standard of deception I’m using, most of what an RPG does is deception.

I recently wrote a bit about stunting, a mechanic I don’t particularly like, and I expanded my thoughts into the archetypical skill roll from a bunch of different systems and how they share several of the same problems. Naturally, I think I did a great job. But I’ve been mulling over a lot of what I thought about since then, stunts and the like are a topic I have a lot of thoughts on, and, I’ve started to wonder if, in the context of this post, I’m the problem.

That is – if stunts are only a problem if you think about them.

For those of you who don’t want to go read a whole different blog post for context, which, fair enough: stunting, in the broader definition I examined, is [if the GM or the players as a whole enjoy your narration, you are mechanically rewarded]. With that having several emergent social problems when people try to game it, or make it fair. If you try to succeed at a game like that, the primary winning strategy is to appeal to your friends in a cynical repetitive way to maximize how many reactions they give you. The incentives get perverse in many dimensions.

But what if you… don’t?

If you don’t, then, you kind of just have it come up when people narrate something cool. Some people will get it more than others, some will try a bit harder at narrating, and… this still does have social problems, several of the complaints I wrote about in that post still apply, but, also, many of them matter a lot less. The mechanic works better if people just take it at face value.

And, hey, that brings me back around to the first anecdote I shared.

I like Lancer. I especially like it’s combat, that’s the brunt of what it’s about. We faced several fights, boss and otherwise, over the course of that campaign. Many of them were close shaves, and I had a lot of fun with them.

If I had been thinking, in those moments, ‘oh but I’m supposed to win’, would I have enjoyed myself as much?

I’m honestly not sure.

I think, what I would have enjoyed the most is that actually not being the case. Knowing that losing was expected would make me feel less like I’d failed as a player if we actually did hit that point (vs just slipping up on a tactical level), and it would make the victory feel more genuine. But if the big capstone fights had to be like that, as a concession to the concept of a boss battle with high stakes? Maybe I’d be happier if I just didn’t think about it.

I did get my mech destroyed before, in that campaign. Multiple times, I played a reckless frontline bruiser type. And then I was running around as my pilot, attacking enemies for light damage and trying to stay out of harm’s way. It was tough! And it felt all the more tense because the risk of death was there. Even though it wasn’t, really. Even if I got downed, it was supremely unlikely. It was an illusion, but because I bought into it, it affected my experience.

I think that’s what I’m getting at.

I like thinking about the structures of game design. It’s a hobby, it’s a passion, it’s what this blog is for. And, I think for designers, it’s very important, and for players, it’s valuable to think about what a game is doing and why. If I’m playing a game, I want to dissect it. And then I’ll want to play in accordance with what it most wants out of me.

The thing I’ve realized in pondering all this is that a lot of players don’t do that. I don’t just mean that not everyone thinks about RPG design as much as I do, anyone could have told you that. I mean that I think there’s a specific joy in being willfully ignorant. In playing a game where you can’t meaningfully lose, and being told that you can by the system itself, and believing that lie.

I don’t think I want to do that, too much. Like I’ve said. I like thinking through systems, and I like it when games are honest about what’s supposed to happen in them. This whole story started with what goes wrong when you buy into a lie like that, and it lets you down. I believe that an honest game is a better game.

But, at minimum? This is going to be how a lot of people will approach anything you write. On a meta-level, they probably expect lies where there might not be them. Being clear about, no, I mean it, this one actually matters, is, probably more difficult a challenge than it might seem! It’s like trying to indicate you’re not being sarcastic. Everything you try will be just as commonly used in sarcasm.

But it’s worth it, I think. To try to be clear about that.

And maybe, sometimes a game will work better if you just lie about things a bit.

Like I mentioned before, I recently backed the Kickstarter for the translation of Kedamono Opera, a fascinating game with some tech I quite appreciate. I’d be happy to gush about it sometime, but I want to leave on a bit of GM advice that I think represents a fascinating example of how to use this exact sort of deception.

Every player is a monster with vibe-defined powers, like, say, spinning a magically-sturdy spiderweb trap. The use cases are vague, and left to the player to pitch and the GM to approve or veto. A similar arrangement to the stunting post from before. To the players, that’s what it is. To the GM, however, it frames their veto power like this. Not as a refusal, but a nudge. The point isn’t to say no. It’s to say, “give me some more to work with,” and if the player backs down, the GM is actively expected to intercede to give ideas of their own to make it work.

Facing the players, these powers are limited in use to what makes sense. The GM knows, however, that they can actually be used anywhere – the veto power is there to try to push the narration to feel more plausible, even in outlandish cases.

In other words, the player-facing mechanic isn’t as constraining as it claims. And because it’s smoke and mirrors, you get the conceptual benefit of a stunting mechanic, without the social limits being anywhere as strong.

That, I think, has a lot of interesting potential!

Stunting, fictional positioning, and the tyranny of human intuition

There’s a mechanic that I hate, whenever I see it.

It goes something like this:

“When a player narrates their action in a cool or exciting way, they gain [insert bonus].” Or, even worse, if it’s paired with: “If they narrate their action in a repetitive or uninteresting way, they lose [insert penalty].”

Now, on its face, there’s nothing too objectionable about this. The incentives are very simple. We take something desirable for gameplay, having exciting narration and framing for actions, and tempt the players to go out of their way to indulge in it, because a mechanical reward is offered, and, we assume, the players want mechanical rewards. Simple enough.

However, you might already see some of the issues with it. For one, what is it that makes a certain piece of narration ‘cool’? How do we know if something is exciting, and, more specifically, exciting enough to warrant a reward? What happens if everything a player says is really cool, and they just get more power than the other players because of this? Do we have to raise the bar for that person specifically, to balance it out? What if someone’s shy? Wait, do the developers expect me to give this bonus a lot, or am I breaking the numbers if I do?

Usually, the answers start with “the GM has to adjudicate that,” and that means they end somewhere pretty messy. The impulse for this, too, is simple to understand. Suppose the other players adjudicate it amongst themselves. One of the things RPGs tend to take as given is that the players are angling for their characters to materially succeed, sometimes to the level of failure actively grinding play to a halt. That means the players have a vested interest in going “oh yeah that was definitely cool,” because they stand to gain from it. Now, that’s framed dishonestly, and obviously, most players aren’t going to be weaseling like that. But. What if they’re on the fence? What if, because of this, they decide to err on the side of getting what they want? Or, if they’re a conscientious sort, consider the opposite. Something they think might be cool, but, for fear of not thinking they’re taking advantage of things, they decide it’s not. In that declaration, they’re actively signaling less interest in the play than they’re actually having! That’s bad!

So, putting it onto the GM makes some sense. They have much less of a conflict of interest, or, rather, it comes bundled into the preexisting conflicts of interest of the GM role (which is a doozy of a topic all on its own) – the GM wants to meaningfully challenge the players, but still support their efforts to be cool and succeed, in theory. So, “you don’t get this free bonus at all times, but you do when you do something exciting and neat for the game” sounds well in line.

However. This doesn’t actually remove these concerns. The open question of, how much is too much, is still very much in play. What if the GM has high standards for what’s cool, and so the players don’t get the bonus dice the game’s math assumes they’ll have? Or, in that same scenario – what if the GM thinks to themself, “I’ve been giving this bonus die out a lot, that’s probably not right, I should raise my standards”? I’ve started thinking about [yes fatigue] and [no fatigue] as phenomena of GMing, where, when the game calls on you to say yes to a given player proposal enough times (or, to say no), GMs will end up standardizing to a more even adjudication just because they get tired of it. This is a prime example of where both can come up. If the GM needs to be asked if a given narration counts as cool enough, then, even if the game wants them to say no except for, say, once an adventure… that’s unlikely to actually be the pace they hit.

Now, obviously, I’m an advocate of communicating things. “You should get this bonus at most once an adventure” is a thing you can just say. You can lay it down as a rule, even! But I think that’s rarely something mechanics like this do, because they’re intended to be inconsistent and stochastic. A cool moment is unpredictable and unpaced, and thus, unbalanced. But, even if you discard balance concerns entirely, in my experience, the actual players at the table won’t discard those concerns, and that worrying will compound the buildup of yes fatigue and no fatigue.

And that’s not the only concept of social fairness at play here. What do you do if one player is just, better at narrating moments the group finds cool than others? If you shift standards for them to avoid unbalancing the game, that’s got a very real risk of feeling discouraging for them. But if you don’t, that’s the game specifically rewarding one player over the others for their performative ability – starting a competition it’s really not great for the social dynamic to have. And if a player is notably bad at it, or even just shy, that gets significantly worse. If they don’t get any mechanical benefit because they can’t pull it off, not only does that feel bad for them, having weaker mechanical control means they have even less control over the spotlight, pushing them into the background even more. If they do get the benefit anyway, then not only is the entire concept revealed to be silly and pointless (since, now it’s not celebrating things the table finds cool at all), it also prompts the other players to feel like they’re wasting their time for trying to make cooler-than-usual beats. If you have both a notably good-at-this player and a notably bad-at-this one at the same table, all of these effects compound. And, really, since the pitch of mechanics like these is “this way, you get more cool moments,” the ways it actively stymies people who might be awkward about that but want to try and get better are the most damning criticisms I could give of the concept.

So, yeah! That’s stunting, and I do not like it. Whenever a designer thinks to introduce it to their game, I highly recommend they consider the perverse social dynamics I outlined above and if they actually want any of that in their experience of play. (Maybe, if it’s a game about unhealthy social expectations, that can fit! But probably not.) Short showing today, but this was mostly just a personal grumble. You can all go home now.

The predictable twist

Yeah, you know I couldn’t leave it at that.

Consider, if you will, a different mechanic, with a similar shape. A player can get bonus dice, or an XP reward, or, any other [insert bonus] idea we might have had from stunting, when they take an action, if they can describe how that action makes sense. How it works, you know? Why is this time that you’ve tried to stab your opponent plausibly more effective than the last one? Riff something about chinks in the armor, whatever suits your fancy.

On the surface, that sounds very different. But in practice, I’ll argue – read everything I wrote in the previous several paragraphs. That also applies here! If a player is uniquely comfortable or uncomfortable with narrating little quirks of the world they interact with, or, say, familiar enough with how electrical engineering to bolster their Elec. Eng. roll (in this hypothetical system, skills have a strict 10 character limit to their names), then, you have the same imbalanced dynamics. If the GM gets tired of giving the bonus every time, or worried the game is getting too easy because of how frequently it comes up, that’s yes fatigue. It’s a different player skill being tested, a little, though both do end up having a core ingredient of [how well can you convince the GM to give you what you want] – but the dynamics haven’t changed. The shape of what that mechanic does, is still the same.

So, arbitrarily-adjudicated bonuses. I don’t like ’em. If you give a consistent pace to them, maybe a resource to spend as a bonus pool, that works for sure, but making it contingent on one player’s judgement of another player’s performance, that’s questionable. Make sense?

Let’s consider another scenario.

A player has a set of skills, which they roll as a dice pool on a challenge. Among their skills, they have Stalk at 2 and Slaughter at 7. (All of the skills start with S, which sounded cute to the designer but in practice is confusing for the table.) That player is currently attempting to sneak up behind and assassinate an NPC, an action that could ostensibly fall under either skill. It’s the GM’s job to declare which skill applies, based on what the player narrates they’re doing, and how.

In other words, the player has 5 bonus dice on the line based on how well they describe their actions to suit one of two overlapping skills, and both they and the GM know that.

See where I’m going with this?

Now, the thing I just described, very intentionally, looks like what a lot of RPGs do for skill systems. In fact, this example is pretty much taken wholesale from Blades In The Dark (which does not do the S thing, the skill names and numbers have been changed to protect the guilty), with one notable exception. Blades affords the players the decision of what skills are valid for a given test – ie, to analogize earlier, letting the players declare how good their stunt was. However, the GM then has their own parameters of difficulty to apply to the test – meaning, a GM could make the Slaughter roll harder and the Stalk roll easier, within those parameters. This might make the Stalk roll a better bet, despite the smaller value! But it also might not. And, even then. If it does make the Stalk roll the better choice, that’s the GM saying “no, you can’t do that stunt for a bonus” by any other name, right?

Now, let’s go one more layer.

A player declares that their character does something. No roll, no mechanics necessary, just, this is a thing that happens. The analogizable reward to the prior levels of stunting is, the thing happens. Most prominently, the thing they’re doing solves a problem or accomplishes a goal.

To that end, they explain to the GM why they think this should work. You see, nuclear reactors always have emergency shutdown buttons that can flood the irradiated material with antimatter nega-radiation to render it inert. Maybe they even cite some real-world science about that! Nega-radiation is a thing, you know. Look it up.

The GM can either accept it, or veto it, or maybe they call for a check of some sort, and we’re back on the previous layer.

In other words, a significant reward for the flow of play is shaped by the GM’s judgement of the description of the acting player. How well it lines up with [what makes sense] and [what should happen]. And, of course, if they do too much of that, the GM gets tired of saying yes, and when another player proves really timid and unable to do this much, that means they trail behind in how much they can contribute to and play the game.

This is what I called in the title the “tyranny of human intuition”, and, that might seem like an odd thing to call it, when I’ve been talking about social pressures first and foremost. And the reason for that is – I don’t actually believe in human intuition. At least, not in the context of tabletop roleplaying games.

There’s a concept that gets taken roughly as given, in my experience, in discussions of RPGs and what they do. That of the [shared world-conception]. That is, all the players, GM included, will, over the course of play, come to an understanding of the world the game is set in, and how it works. That understanding is the same to every player that possesses it, such that everyone can have an intuitive understanding of what would happen if a given action was taken in a given context. Sometimes I see this framed as the most important aspect of an RPG, even, with mechanics as a subservient tool for the purpose of creating this. (For some more detailed exploration of a few concepts ancillary to this, my ghost engine post goes into some detail there.)

Now, I don’t think this is entirely wrong. But I do think it’s somewhat wrong. Specifically in that, while people can share broad ideas with roughly similar shapes, the nature of human interpretation and understanding means perfect translation of thought between beings is impossible. There’s a reason communication is an art form. (Several, actually. Writing, conversation, arguably all art forms are in part communication.) And with an RPG, an actively social activity…

If you think you understand how something will resolve, but the GM is suffering from yes fatigue and declares it won’t work because you’ve done too much, your understanding was wrong. Any meaningful understanding of the world, then, inherently has to involve an understanding of the boundaries and habits of every other player at the table. The GM, especially, a lot of games I see give an outsized amount of adjudication power to that role specifically, but even if we take that as given. If we know the GM is prone to no fatigue, and will say yes more often to people who rack up a bunch of nos, and we know a specific player struggles to narrate things in a persuasive manner, we know that player will, potentially, be able to do things that other players couldn’t get away with, out of an impulse to throw them a bone. (And if we know the GM isn’t prone to no fatigue, we know that player very well might not be able to accomplish things other more well-spoken players could.) If we don’t understand that, we don’t have an accurate understanding of how the fictional world works and interacts with us, but if we do understand that, we’re acknowledging that the world-conception is inconsistent and influenced by social factors.

The [tyranny of human intuition], then, is putting these adjudications on the shoulder of a player role, GM or otherwise, with the baseline expectation that it’s founded on this [shared world-conception]. It’s relying on [what makes sense] or [what feels right], and thus, as influenced by social bleed… on some level, it reduces to the dynamic of stunting.

This is a common ingredient in many RPGs. I won’t say all of them, I know some definitions of RPG would take it as a necessity, but my stance on that is a hardline “nuh-uh”. (It’s always important to elevate the discourse.) And, to be clear, when I said at the beginning that stunting was a mechanic I hate, with each layer of that exploration, some of that hate dissipated. I don’t hate games that have adjudicated skill checks. (Well, I do hate some games that have those, but not because of the skill checks.) I don’t hate games that let things happen based on what [makes sense]. But I do think, on some level, a lot of the perverse social dynamics radiate outwards through the layers. And that’s something to keep in mind! The more you lean on this intuitive adjudication, the more no fatigue, yes fatigue, and the persuasive difference between individual players become pillars of how play shakes out. Lean on that too much, and tables with more of a disparity might very well have problems.

It’s something to consider some more, at least. Among other things, these dynamics get taken for granted so much that you get stunting, their worst form, quite consistently. Stunting’s an old mechanic! Games I otherwise kind of like have it! And because these factors aren’t really considered as potential risks, or things to be built around where possible, it comes up again and again. And that, I hate.

So, yeah!

A callout post, I suppose

…Ugh. I do not enjoy this.

So, a disclaimer. I am a rather negative person, in demeanor in general, but especially in critique. I try to make a point of reining that in when in public. On this blog, and on other public platforms I show up on, I have a policy to focus on talking about things that I think are good and worth getting eyes on. By default… I’m meaner about a lot of things, and that means I have to do a bit of ‘putting on a face’, even for this blog. (Sorry, folks, you’re not getting my entirely authentic self. To anyone parasocial and devastated, my not-quite-sincerest condolences.) This post is born from that, so if I seem crueler than usual, my apologies.

I have a long list of things, games, systems, people, that I don’t like very much. And those do tend to color the way I view other, related things. If I dislike a system enough, and I see a different game is built on that system, sometimes I just give up on that game without looking at it further. Sometimes, if I find an author’s work consistently bad, I’ll inherently mistrust the next thing they write. Is this unfair? Yeah, a bit! It’s a personal privilege due to there being a lot of games I can enjoy out there, so, I’m happier indulging my pettiness than I am trying it all no matter what.

Thus, I do feel obliged to mention. I, the author, have some amount of an axe to grind against Caltrop Core, a prior system by Titanomachy RPG, the author of, well, I’ll get to it. On some level, this colors my reaction. It predisposes me to disliking what I see, and, I’d feel manipulative for not acknowledging that. (I’d also feel rather needless enumerating my dislike of that system here, if there’s a lot of interest I can bring it up later, but, for now this post is already bitter enough, and I don’t want that to grow any more than it has to.)

That said, this is also the product of discussing this piece with several other acquaintances, whose reaction was similarly unpleasant, and who do not share that arbitrary bitter predisposition. Some of them are generally quite positive and lovely, in fact, and seeing the ways this upset them is really what prompted me to write this out.

This is Possibility Crisis, a… well, it’s not a game, but it’s a project for public contribution, a world to make games in. By, as I said, Titanomachy RPG. The concept is that people will take the origin point of this world, elaborate it by creating pieces of it, and thus, a community around the games and world will grow in the process of creating it. It’s a clever structure, even if these sorts of innate community-building endeavors don’t tend to appeal to me. If the seed was something that inspired me, honestly, I think I would appreciate something like it.

The actual content of this world-seed is…

Baffling, is probably the most generous way I can put it.

This is the general pitch on the itch page. It’s several decades in the future, magic exists, and only queer people are capable of it. Hence, several groups of magical queer wizards have banded together to construct a magical island as a safe haven, which travels the world.

The vision of the world beyond is… dubious. To those uninterested in the continental United States, it is an entirely blank slate, and within that context, we have painted a vague vision of calamity, with a strong current of Those Evil Southerners. For those without the extremely specific context of the intensely-tiresome US geopolitical landscape: the southern states trend more right-wing in their elected political bents, for a variety of reasons. This is, of course, bad for the people living there, especially the queer people. It also sometimes prompts a particularly awful sort of callousness from people inclined to tar entire states full of people with that brush, in the vein of, “oh, people in Texas deserve what happens to them for electing Republicans over and over.” As someone with queer acquaintances in Texas and Florida, this is horrendously cruel, and the common second comment in that vein, “perhaps they should move,” is also cruel, but more insidiously so. To lose one’s home, especially to have to travel far away to somewhere new, is no light thing, and claiming that it is the fault of those driven out is a horrendous failure of allyship and support. If you hear anyone say anything to that effect, that means they do not respect your value as a person based entirely on where you happen to live, and they are not your ally.

Now, Titanomachy has not said any of those things. And I don’t wish to claim that’s their intent in this paragraph. But it’s certainly the veneer, alongside a sort of sneering “our enemies are incompetent” vein. That is, Texan militias (all right-wing and evil) are inherently defeated by the “superior Mexican military,” a phrase that strikes me as very out of place in a text that would otherwise seem to benefit greatly from not fetishizing militarization, and Florida’s consumption by Disney is a running gag among people inclined to mock the Republicans there.

The island has some more elaboration to it, but, this is where things really start to get alarming. Mentioned in equal measure are a group of violent accelerationists and complete isolationists, and only then in the final faction do we get any notion of these being groups that are not considered fine and dandy in this hypothetical utopia. (The tone whiplash of half of them being called “Shiteaters” or “Fuckers” and half of them having names that I would recognize as, faction names in a story of magic and politics, is its own complaint, but much lesser than the structural concerns at hand here.) It presents the island as “a fresh start for anyone who wants one,” prompting one to question if we are to assume the Olives are somehow a ruling faction or considered the “right” one, since, that certainly doesn’t seem to suit any of the other concepts offered before us, but, an outwardly hostile veneer and isolationist perspective seem to be supported later on as the ideal, so, no?

It’s trying to be a queer power fantasy. And it is also trying to engage with politics, which queer life in the modern day cannot help but do. But these two goals are not easily compatible. A power fantasy is a complex thing to examine, from a political lens, and not one to easily indulge in. The concept being presented is a semi-isolationist state where queer people have inherent power due to the nature of magic, and inherent structural power due to magic being a core part of how the island sustains itself. This is presented as a triumph, as a utopia, because we assume the reader is queer. And thus, the reader will hear “this is a group of people who can exclude and hurt your enemies, and you can have power over them,” and they will enjoy that. However, I cannot have that and also be genuinely invested in or thinking about the politics at play. If I want to indulge in a power fantasy like that, a prerequisite step is forgetting what a power fantasy like that means, and what ideologies would sell it to me. I don’t want to think about suffering under the boots of power, and then be told, “now you can have power!” and have the followup left unstated but very much gestured at. Especially with what queer separatism has tried to do to people like me.

Which brings me to a more personal reason to feel alienated by this.

This one, I am willing to presume is not the intent. But it was also the first thing that, when reading, made me sigh and go, “ah, got it, this is not for me.”

As an aro/ace person, my relationship to queerness is, complicated. And that is immediately a fraught statement. There’s an unpleasant history of people attempting to externally litigate whether I, or someone like me, can count as [truly queer]. And, my immediate stance, and if you disagree, shut up, is that, yes, I do, and anyone like me does as well.

But, that’s easy to say, and more difficult to internalize. When I realized I was trans, a part of my initial rush of relief was realizing, now, I would likely never be denied being [truly queer] again. That’s an experience I’ve known several other trans people to share, in fact, which speaks to a certain exclusionary vein in many queer spaces I’ve frequented. If you aren’t considered legitimate enough, you will have an inherent push of discomfort at you for your presence in the space, and, often, that gets internally amplified. Which is a reason I’m discontent with the premise in general – being able to draw an easy line between [truly queer] and not based on, hey, you can do magic, simply will never sit right with me.

Here, however, it tells something more than that. It tells me that [love] and [yearning] are fundamental queer experiences. That to be queer, as this game-prompt describes it, those are parts of who I am.

I have, in my own scattered notes, a concept of a game exploring queerness. It’s something I come back to every now and again, but it always leaves a bitter taste in my mouth. I don’t know if I’ll ever actually make and publish it. The premise is as follows:

Magic is real, and powered by [true love]. You are among a group of chosen ones, who must use this magic to fight against a great evil. You are aro/ace.

Now, it is popular recently to expand [love] into more than just, attraction. Love for one’s hobbies, or love for one’s friends. But, I find that rather dissatisfying. There are words for those sorts of relationships, too. And it removes the exploration of the ways people actually do relate to attraction of various kinds, how that intertwines with their other forms of interactions, and what that is like for someone who Does Not Get It, especially when pressured into going along with it nonetheless. If [true love] gives power, and power can save the world, do you have a right to express discomfort at [true love]?

Like I said, it’s a bitter idea. It’s dear to my heart, but hard to work with for long.

Things like this remind me of it. Things that say, “ah, being in love, yearning, these things are fundamental experiences.” And, for a lot of queer people, I’m sure they are! I don’t mean to discount that at all. But I don’t feel that way. Even in broader, abstracted forms of these definitions, the times I would yearn for, say, a more-fitting body are rare. The times where I care for those I know intensely enough that it might be called “love” are also rare. Matching those titles to my experiences would, at that point, be stretching them to accommodate who I am. And if that, why not stretch them to accommodate anyone? If I love, surely straight people do. This providing of the magical bounds of queerness tells me, I am not queer.

No, worse than that. It tells me, if I found myself in this world, and the world deemed me queer, the powers I got would not suit me. I would feel invalidated for my empowerment. And, of course, I would feel invalidated lacking it! That would be the world cosmically saying, I do not count as queer. And, how dare you, world! You do not define me.

Now, these are critiques of the concept. And, like I said myself, I find the concept of magic entwined with love, or identity, or queerness, or whatever else, fascinating at times. I don’t want to say, this concept should never be explored, or this concept should only be explored in a way that satisfies my fringe existence in particular. If this expresses what queerness is to the author, fair enough. But it rings hollow, it rings exclusive, to the ear I have trained in my heart.

It’s not queerness as queerness is to me.

And now, the part that convinced me to write this post.

Some of these are fine. Mostly the ones exploring the island itself and the relevant locales therein. It’s the first and fifth one, the red ones, that leapt out to me immediately. It’s these that set off my alarm bells.

The last one, the JK Rowling pastiche, is just, entirely hateful. The whole of the prompt is, “You know this person you consider an enemy? You can ruin her life now.” There is no other way to read “she just laid off the majority of her security” and the mention of her not being at home as anything other than an invitation to intrude on the place and… well, it’s left unclear what, exactly, presumably whatever the players feel like, noting that they have literal magic on their side. It’s the entire power fantasy of the pitch laid bare, and exactly what I was disquieted by earlier. “Imagine you could hurt these real life people.” I can’t say I don’t understand the appeal, and I wouldn’t particularly bat an eye at someone having a fantasy of hurting someone who has done a lot of harm to the world, but you cannot sell me a power fantasy and a utopia in the same package. If I am to be working to foster a community and make a better world for all, or, at least, for those the queer separatist factions and the metaphysics deem worthy, then, do not also tell me “hey, here’s an opportunity to cause problems for this celebrity cameo you hate, give it up for being mean to JK Rowling, folks.” And in trying to be both at once, with a mean-spirited veneer, it simply makes me, disquiet with the utopia. It reads like a story being told in a fundamentally unpleasant society.

If I were to write anything for this setting, and, in truth, I did ponder it, it would be of those marginalized by the expectations of the writing. Of those that would not be considered fitting for the island, or the magic, and how they navigate a world where their ostensible allies are seemingly interested only in themselves and those they seek to hurt.

As for the first prompt, I wanted to bring this quote up. It was put at the beginning of the booklet, but I noticed it last. And, in truth, it frustrates me. Not least of which for the angle of, “oh so many people are secretly queer and haven’t even realized it,” but in context of the first prompt? Of the Bad Gay Man? In the same breath, it says both that magic is from self-understanding and if everyone could embrace who they truly are then it might not be locked to queer people at all, and that a politically powerful bastard who happens to be gay can be a problem in a way that he never could if he happened to be straight instead. He has power because he is gay. Not because of any deep inner recognition of himself. I have had many deep conversations with cis people coming to terms with their gender identity, with straight people coming to terms with their attraction. Many lovely internal explorations of who they are. That introspection holds no weight here. It has nothing to do with power. You can be selfish, and cruel, and awful, and so long as you happen to not be a very particular subset of arrangements of gender and sexuality, there you have it.

The prompt seems to take as given that queer people are good, and should be protected, and their vision of a bad queer person is one who hurts other queer people. To that end, being exclusionary, being cruel, being violent – these are fine, as long as you’re in support of the group of [truly queers]. There’s an us, and there’s a them, and we will empower the us and keep the them out.

Like I said, that’s a nice fantasy, but taking that bent to real modern politics that hurts a lot of real people is miserable.

And, I mean that literally. I showed this thing to a group of friends when I stumbled upon it, and, universally, people were hurt. It upset them, it invalidated them, mostly it just activated all of their “oh I recognize that shitty ideology” alarm bells and I can absolutely see why. And that frustrates me. To see something talking about queer existence, something trying a novel structure in the space of game design to build a design community, and the result is it hurts people to read…

I hate that.

And, I don’t know what to do with that. In all likelihood, this post won’t do any material good, right? The best I can hope for is someone reads this and learns a bit on other perspectives of queerness and structures that support that, but, that’s unlikely. Mostly, this is just me spitting vitriol into the void, and either nothing happens or it spits back. I’m wasting my time either way.

But, I had to write these thoughts out, and I had to at least know that they’re out there. For someone to read. I don’t want Possibility Crisis to exist in the world and have people look at it and all they see is people nodding along and collaborating with that. I don’t want to be part of a community that does that.

Honestly, at times when writing this, I thought, “maybe the queer community isn’t a place for me.” And I don’t want a document that does that to exist uncommented on.

So… here I am making an angry callout post, I suppose.

I don’t have a better conclusion than that.

The Ghost Engine, or, shoving the infinitely-complex peg of human imagination into a square hole

I like to talk about games as engines. [Engine] is a term you’ll find here and there in RPG spaces, usually describing specific systems and mechanics – like, ‘running on the PbtA engine’ if a game uses a bunch of specifically-codified moves to shape the progression of play, say. The idea behind that usage is, here’s a mechanical core that defines how you play. It’s what makes the game move forwards, like the engine of a car.

That’s not what I mean here. Or, it’s only a part of it. An RPG, in its entirety, is a process to move ideas around. The players navigate that process, usually through the form of characters, but, there’s plenty of games that provide player-level inputs (metacurrencies, the ability to highlight or veto particulars – arguably, safety tools qualify, even!) – the point is, it’s a series of inputs and outputs that you move through, and that’s what play is.

This is a definition of [engine] that is broad enough to be meaningless. It’s “something that you can argue is consistent but has internal flow”. But, as I’ve talked about a few times on this blog, analyzing that flow in specific is quite valuable. In games with different modes of play, you can split them into sub-engines and examine how the play flows between them. In games with any sort of medium-term resource tracking or modeling, looking at the shape of the flow of play and where things branch into points that cause people to lose or gain resources, gives you an idea of how frequently those will fall down. (Taking the same HP math between two games, but one has several procedural layers that it’s unlikely to get through before you reach an effect that deals damage, yields very different results!) And this isn’t restricted to rigidly-defined mechanisms, either. You can map the flow of intentions, for instance, based on what are desired mechanical or narrative outcomes in a given point of the engine. (And notice conflicts between them – if you’re at the end of a cool boss fight, winning in a way that stops them for good is a mechanical ideal, but, depending on the kind of story your game is built to produce, giving them room to slip away and escalate may be more desirable on that level, and that’s a tension that will put strain on that joint in the engine! (See, the metaphor has lots of ways to apply it like that. That’s why I like it. Pressure on joints being pushed in multiple angles, wear from both overuse and underuse, varying levels of rigidity needed based on the task the component seeks to accomplish, etcetera.)) Figuring out and modeling the flow of what players will want in a given context, and what goals they bring to the table, is quite valuable in modeling how the engine you build will work out.

And here is where we hit a snag.

Players are inscrutable, confusing beasts. You can guess at what they might enjoy, based on what you and the people you know enjoy in RPGs, for instance. You can write a whole sales pitch to tell the players what to expect from your game – hey, come here if you want to play an edgy warrior of destruction having a personal breakdown and struggling to cope with a peaceful life, here’s the kinds of things you’ll do and see here. For instance.

But a player is a whole entire person. Even worse, lots of RPGs are multiplayer affairs – and not only are multiple people much harder to model on an individual scale, you now have interpersonal dynamics to work with. And no matter how elegantly your system of mechanized guilt-tripping and familiar obligation manages the game’s side of the interpersonal dynamics, there’s a whole segment beyond that, that only exists in tables far away that you’ll never get to see. You can’t know, for certain, everything that players will want out of a game. And thus, you can’t figure out, entirely, how that will change over the course of play.

However… you can get a sense of how your game relates to it.

Say, for instance, you’ve got a nice snappy little combat system. A cute little battle egg, a short list of powers that are strings of keywords and numbers ’cause you tightened them up all snazzy-like, great. You get into a fight, you pull out the egg, you get the enemies going, and one of the players says “actually, I want to just talk this out, let’s not fight”.

How does that go?

(This is a trick question, the answer is entirely “it depends on what the game prioritizes,” but, bear with me for a bit here.)

Now, sometimes, your answer, as a very cool and prepared game designer, will be that not only is that a step in the proceedings, if they look at page 4 of their pregen packet, they will find bespoke stats and procedures for the talking-things-out mode. Very well done, best of luck with the game, applause and acclaim for thee. But we’re assuming that’s not the case. This game wasn’t built with mechanisms to perfectly replicate your particular vision of what social interaction is like, you made it to be about fighting things. What then?

Well, if you’re me, you say “no, this is a game about fighting” and that’s that. There’s all these fancy game mechanics, and I’d much rather get them used than not, and if you aren’t here for that, then, you should probably play a game that does support tense deescalation negotiations on a mechanical level. That sounds neat! But it’s not what we’re doing today.

This is, I think, a fair answer to give. It’ll vary from reader to reader how much they would agree with that sentiment, but, this is my default approach to games. They’re built for what they’re built for, and they function only within the context where the players are accepting what the game is built for and staying within those lines. That’s how I design games and how I play games, and, it would be hard, in my eyes, to form an argument where that’s an inherently wrong approach.

But it’s not everyone’s approach. In fact, it’s probably not most people’s approach. Meaning, acting like that’s the one answer, or the correct answer, as much as it’s the one I like the most, would be foolish.

I think, for the most part, people would look at that as an opportunity. Usually, in the story surrounding games about fights, there’s, like, some amount of narrative importance to the fight and the characters involved. Trying to talk that out could, just on a story level, be neat! You can highlight the contrasts in priorities between the sides, what they value and what they won’t budge on. Maybe you decide, this is just going to be pre-fight banter, nobody’s minds will be changed. But, let’s say you don’t decide that. Maybe, after the talk, the foes back off, and decide not to fight. Or maybe the players decide not to fight! Maybe they get convinced, and they decide to work with their enemies, for a bit.

What just happened?

Well, on its face, it’s pretty straightforward what happened. You talked, and, one way or another, you’re not fighting anymore. You’d think that’d be normal.

But, in terms of the game. What just happened?

You hit a point where the next step was to shift to the fight mode. You were all set for that, the mode was queued up, ready to transition everyone’s thinking in there… and then you talked for a while, without using any pieces of the game, and then… you did something else.

From the perspective solely of the game’s engine, this is a failure, or, a glitch, or a user error, or something. It’s wrong. It’s just, not how it works. You had the expected behavior, then you hopped off to do something else, and who knows what’s happening. (This is the primary limitation of that model that I’m trying to address here, spoiler alert.) From the perspective of the engine of play, none of this is part of how the game is supposed to go.

Which means, that piece. The [and then you talked for a while]? That’s just not right, when looking at the engine. It’s not a part of the game.

Which then begs another question: were you playing the game then?

For the most part (I read Wisher, Theurgist, Fatalist recently enough to feel compelled to qualify this claim), I think most people would respond, that’s a silly question. You don’t stop playing the game just because you happen to take a digression into nonmechanized places. Playing a game isn’t something you just jump into and out of on a moment’s notice. When you discuss where you want to move or who you want to attack, have you stopped playing the game until you make a decision? When you play a solo journaling and pause to think about what you’re going to write before you do, have you, in that moment, failed as a gamer? It’s a silly question.

But, then, if [playing the game] expands beyond the components that are the game, up to and including actively skipping by or ignoring those parts… that means we’re missing a piece of the [game]. There’s a component that encompasses the rest of it, to get a full model of play, and if we don’t have that, then, we’re flying blind.

In response to this conundrum, I posit that we are all haunted by ghosts. Or rather, our games are.

If we want to model the flow of play, in its entirety, then, we need to address our [glitch] somehow. Our “you are here” dot flows from the [not in a fight] section, moves its way towards the [in a fight] section, and then, something happens and it moves somewhere else. This [something] wasn’t part of the game, at least, as we’ve modeled it thus far. An incorporeal hand grabbed it, and put it somewhere else. That’s the ghost.

These ghosts will be everywhere, to some degree or another. If you watch the flow of play, you’ll see them skip past sections because they seem unimportant, or specifically hold things in place, slow them down, lingering on what they enjoy. You’ll find them moving between modes of play, if your game has modes of play, and sometimes, you’ll find them calcifying whole sections into new modes of play, just through repeated experience. The ghosts move to what’s important to them, and they brush off what isn’t.

However. This is still movement. You can still model it. You can draw an imaginary line between modes of play, a pipe that you haven’t really built, and go, look, this is what the ghosts do. When our current position encounters an [importance gate], the ghosts judge how much it matters, and depending on their answer, either it flows to the fight like it should, or it follows this imaginary pipe off somewhere else.

And then, you may note, [importance gates] exist in more places than just that.

See, the sad truth is, the mechanics of the game don’t tell the full story of play, even beyond when the ghosts intentionally skip around them. Sooner or later, when you look at the start state of the game, you’ll find, [phantom inputs]. Heck, every decision gate is essentially that. If you’ve got a mechanized mode for negotiation to prevent combat, like that very clever game designer hypothesized earlier, then, the play gets to a start of a fight, the engine goes “great, now select between negotiation and combat,” and… well, somewhere, someone presses a button. The ghost nudges us in one direction or another, and off we go. The game didn’t do that. But it sure directed the flow.

There’s [phantom outputs], too. In fact, every part of the engine gives them. We get through our clever mechanical negotiation, we hit the segment that says, “okay, mission accomplished, skip the fight, direct back to the noncombat mode,” and we follow that. The ghosts don’t interject, things flow as expected. But. The ghosts are riled up. They’re opinionated now. The fact that there won’t be a fight, alongside the obvious mechanical repercussions, means something. The way the mechanized negotiation went struck them in a certain way, and now, the next time the character who we were negotiating against shows up, they tug us every which way to avoid fighting them and hear more of their backstory. We didn’t build a learn-their-backstory subsystem, we’re not that clever, and now they’re avoiding anywhere that triggers the fight mode, even conceding on things that are supposed to be tense mechanical downsides to give up. They’re compelled. They care. Because of what all we pumped out of our engine, into the ghosts beyond.

So. To review. Confusing and stressful as it is, we have outputs to them, and inputs from them.

That means we can control them. (Or, at least, model them – see what inputs to them can produce what outputs.)

The will of the beyond

Ghosts want things. They expect things. They want the game to be [cool], or [dramatic], or [heart-wrenching], or [fun], or whatever else. They’re capricious lots.

On its own, that doesn’t help at all. What’s “fun”? We’re an engine, we just move people around. I can show you some dice tricks, I guess? But that doesn’t really help. So, let’s dig a little deeper.

In my experience, the most common reason for ghosts to interfere in standard processes is, “that doesn’t make sense”. That is, something occurs that the ghosts have an idea of what [makes sense to happen] afterwards, and then, what the game outputs to them is different. When this happens, (depending on how hardline these ghosts are about such things,) the position gets nudged. You get moved to where does “make sense” to be instead, and go from there. Sometimes that’s applying effects, sometimes it’s removing or skipping parts of the game entirely, sometimes they add a whole new chunk to the engine that didn’t exist a second ago, and now you have to deal with that. Really, it can be anything.

…Which means we need to go even deeper, because “it can be anything” is, once again, unhelpful.

Your game has a concept. A pitch. A [thing that it is about]. It has a lot of those, actually. (And here’s where we get to how the analogy breaks down just a little, because we’ve hit “the color you paint your car will influence how it drives”.) It communicates that in several ways, one of which is its shape. That is – if you have a chunk of the engine off to the right, then the space off to the right is what the game is about. One would expect it to see use, or it’s just dead weight and shouldn’t be there.

Ghosts aren’t deterministic. They don’t see the decoration and shape of the engine, go, “got it, here’s the pitch,” and work with that. They’d be so convenient if they did! But it’s more complex than that. They interpret, and then they modify, to some degree or another. You give them a whole long explanation of what the game is supposed to be, with aesthetic trappings, and then, with that, they build their own idea of things. (And, “how do aesthetics and communication influence people’s thinking” is unfortunately far too complex a question to solve here.)

That idea of things is what they’re pushing for. What [makes sense] to them. When the engine diverges from that, they’ll nudge it. That’s where the ghost-hands come from. This idea, this concept of [what this game should be], that’s the torso controlling it all.

Like I said, the ghosts build this on the fly. It adapts over time, too, even. The engine’s trappings aren’t its only source, either. You’ll find, depending on the temperament of the ghosts and the needs of the engine, things like “well, this is how it works in the real world,” or, “I think it would be cooler if this happened,” or, “I’m uncomfortable with this, let’s skip it,” or many other such sentiments pouring into the pot as well. And, we can’t control that. It’s outside of our reach. We can’t put pipes in it, we can’t put walls around it, the ghosts have their own realm and we can only communicate with them or put walls around how they move through our engine.

So, we communicate.

We drape our engines in art, and prose, and cool paint jobs, and give them fancy titles, to say, “hey, here’s what this is about.” Maybe we annotate the engine itself, put a little sidebar to tell the ghosts, “hey, this part is for making so and so happen, that’s pretty important, please don’t touch.” Maybe (in fact, often), we have bits of the engine output to nowhere, for the ghosts to take, with a little message saying “hey, think about this, care about this, change what you’re doing because this just happened now.” What’s “thinking”? What’s “caring”? Hell if I know, but by giving the ghosts that, we give them a better idea of what our very fragile little device is supposed to do, so they know what steps are important and when to not skip things.

Again, they’re not deterministic. They don’t actually do it quite right, or quite predictably. But you can do enough to get them to understand, just a little, how to approach your engine, and work with it. And that can be useful!

Sometimes parts of the engine aren’t so important. Hopefully they’re at least a little. If not, just take it out and your thing weighs less. But, you don’t really have a way to control the flow in a way that always goes there when necessary, and skips it otherwise. Heck, maybe you don’t even know how to codify that at all, maybe it’s more of a [does this matter] question. Ghosts are good at that! And if you ask them nicely, “hey, if so and so circumstances regarding this don’t qualify, and you want, you can take the play from here to over there and skip this chunk,” then, maybe, depending on their mood, they might do that for you. They might do it better than you trying to figure out how to automate the skip would.

You can use them as input, too. In fact, most of the time, you already have. They’re who the engine is for, really, though they need you to make it work for what they need. Ghosts can’t quite make everything they want without us. (Wellllll… I’ll get back to this point in a bit, but for now, assume I’m largely right about this, and we’ll put a pin in it.) When we have levers, and buttons, and “choose to go this or that way and that tells you which chunk of the engine to go to next,” it’s the ghosts who actually press those buttons and flip those levers. And, it’s the ghosts who read what happens and go, “hey, that meant something,” and we don’t know what meaning is, but it changes their core, and that changes what their moves are in future.

When a ghost behaves, it’s a well-oiled machine. They fill in all the gaps and the nebulous “assume we get to the next point” steps, and it’s beautiful.

Communicating, through direct input/output, through annotation, and through aesthetics, are how we give them an idea of how to behave. They want to, for the most part, or, at least, you can just brush off and not build for the ones that don’t, but just like we can’t build a device that defines and optimizes [meaning], they can’t just arbitrarily intuit what’s important where.

…Right.

…Okay, fine, yes, I admit it, that was all a bit silly.

To pull back the curtain a little, and maybe make a few things less obfuscated by metaphor. The Ghost Engine is the term I use for the components of an RPG that the players, in play, bring to the game. Specifically, the way those components influence the actual mechanical element, because that’s what we can design for. Sometimes they change or remove important mechanics, sometimes they add play assumptions or homebrew subsystems that don’t make sense, sometimes there’s a whole unhealthy social dynamic between the players, who knows. We don’t, and we can’t predict that, but it’s still on some level a common pillar that games rely upon. (For a time, I used the term Ghost Pillar to refer to this, in fact.)

More specifically… the Ghost Engine is the smallest game there is. It’s freeform roleplay. It’s improv. It’s riffing back and forth on an idea. It’s a conversation! (I’ve read so many passages professing “ah, you see, this game is just a conversation,” and here I profess my counterargument – conversations, in and of themselves, are a type of game.) This is, notably, not mechanicless. I often see freeform roleplay described that way, but that’s certainly not the case. “One player writes a post, then the other does, then repeat” from forum roleplay is not only establishing an order of operations and initiative, it also defines a unit of action in the [post], limited in what can be contained there, defined by the medium the play is being enacted in. “You may not directly narrate the actions of a character another player controls” is another.

But these are… emergent mechanics. Norms, as much as they are walls. They evolve, and twist, and even just in the time it takes for two people to learn the comfort levels and interests of one another, they’ll have grown complex patterns and guidelines for how to engage each other. They’re building, between one another, an engine of interaction.

It’s soft. It’s malleable. It’s, well, ectoplasm. You can shape it, but you can just as easily bend it, or push past it. If the way we approached conversations was rigid and litigious, humanity as a whole would be very different than it is. That isn’t how we work. Freeform roleplay has mechanics, but it doesn’t have, you know. Capital-m Mechanics. There’s caution tape, but no walls. It’s all ghostly.

This is, in my eyes, one of the primary appeals of roleplaying games. They give you walls. When a game tells you “you must do this,” or “you can’t do that,” or even gives you a choice by way of “you must pick one of the following things,” or “you must do something like this,” that’s hard. That’s material. You can’t look the game and put puppydog eyes on and get it to do something else, the way you can when you’re talking to another person. You can shove a ghost around, but the physical engine is gonna stay how it is.

You can just, go past it. You’re a ghost, you can phase, you can throw things that aren’t supposed to move around the room all scary-like. But… well, to tell the truth, I find that as an observation rather unsatisfying. It’s a recognition of autonomy, to be sure, but it also becomes an argument that no game is better than freeform roleplay. That an engine really is just something to push around like so many words, and if it gives you a structure, ignore it. I don’t like that, because, I like RPGs. I enjoy the medium for what it does, and, while I’ll happily spend time doing freeform roleplay, I go to mechanics because I want more. I want the solidity of an engine. I have enough ghost time in my life.

To some degree, all RPGs are hybrids. They have hard sections and they have “ghosts, please fill in here” sections. Even if those aren’t clearly labeled, they’ll grow in the cracks and wrap around it like ivy. Some of the most enjoyable and dramatic stories I’ve ever played out happened in the time between fights in Lancer, without the game prompting that all that much, literally in the pauses of “the next fight is coming our way, but, let’s riff for a bit.” Having the structure of those next fights, and knowing how the game would keep up past that, made me more interested in exploring that than if that hadn’t been there. That’s not something the game brought, it’s something I brought (alongside my fellow player/ghosts, of course,) but the game’s structure supported that.

Some games are more constraining than others. Some are constraining in different ways, at different times. What fits best is a complex question, based on what you want your game to be, how you want people to approach playing it, etcetera. But I will propose a categorization method, of sorts, in the form of another metaphor:

Sometimes a game is aspic, and sometimes a game is a tartufo.

Aspic is something I’ve never actually had, and to tell the truth, I’m somewhat loathe to change that, though, I do believe in the spirit of experimentation and trying new things, so, perhaps one day. In short, as I understand it, it’s a savory gelatin that is served with other ingredients floating inside of it, consumed as such.

A tartufo, by contrast, is something I have very much had, and quite enjoy. It’s a gelato encased in a hard shell of chocolate, sometimes with melted chocolate or fruit in the center. (I may have something of a sweet tooth, but even beyond that, it’s a quite nice dessert! I recommend giving one a try at least once in one’s life.)

As you can see – in the aspic, the solid components are captured within the more wibbly parts, while in a tartufo, the inverse is true. The ghosts are the gelatin and the gelato, and the mechanics are the chocolate and whatever all goes in the aspic.

Aspic is how I would describe a game like Legacy: Life Among The Ruins. The ghosts float around freely, doing their ghostly business as though operating under freeform play. All well and good. Until, eventually, one of them stumbles onto something solid. A piece of “now, resolve this mechanic.” And so, they indulge, and the mechanic tells them where to go next, pushing them forwards. On some level, they could have simply swam around, and ended up anywhere they pleased. But, the solidness of the mechanic saying “this is now true” sends ripples through the gelatin, and reshapes things for the future. For the most part, the mechanics are subordained to the ghost engine, being pulled along as tools to suit the broader needs at had. You can imagine these mechanics as little pipes, floating in the ectoplasm, perhaps slightly more apt than a chunk of meat, since they do have a directive and propulsive character. The ghosts define the space, and the mechanics nudge them around it.

In contrast, in a game like the aforementioned Lancer, encased in its delicious chocolate shell, it’s a lot harder to simply go “I think this should be like that instead” and skip ahead. The game has a solid mechanical framework to its primary mode of play, in combat, and an explicit list of what you are allowed to attempt and at what cost within that mode. Some leeway is given to GM arbitration, but even then, within the mechanical constrains of the action economy and the statistics and powers you have in front of you. And, in turn, the ghosts are expected to look at the engine in terms of, “what can I do here to engineer the outcome I want within the structure of this game system.” (The mechanics are rather more complex than a flat chocolate shell, as that would make for an unimpressive engine.) It’s a tartufo. The ghosts do not have the power to roam free.

Games are very rarely entirely one or the other. In fact, you may note. During the mention in the aspic section of mechanics as pipes, surely, when you enter that pipe, for a moment, have you not made yourself go inside of the engine, constructed a micro-tartufo? In turn, in the Lancer segment, I already mentioned prior how room for freeform character drama found a place in the cracks between play. There’s a hole in that chocolate shell, and the ectoplasm seeping out is looking remarkably aspic-escent.

These are more, design preferences. Expectations of play. They often shift from mode to mode (if a game has multiple modes), and from moment to moment based on how much the mechanics are being engaged with. But, they are especially important to recognize as a designer. The general threshold of “how much do I want the players to be running around in their own ghostly way, skipping past or invoking mechanics as they see fit” has significant impact on how your engine operates, after all! Knowing, and communicating, what moments should be kept as tartufo-like as possible, and what moments are room where you can allow them to control a little more, matters a great deal. After all, if the ghosts don’t know, then, they’ll default to what they’re used to. Some of them assume games are like aspic, some assume they’re like a tartufo, and the ones that assume wrong, one way or another, will have an unpleasant time.

There’s obviously a lot more to be discussed regarding the Ghost Engine. It roughly reduces to the sum total of human interaction and experience, and that’s no easy tool to work with. There’s been a lot of writing, both valuable types and dubious ones, regarding how to control and navigate group dynamics in RPGs, on a human level. And, on a human level that probably needs to stay. You can never entirely control the people who play your game, sad to say. But you can convey to them, here is how I want you to approach it, here is how to make the engine work, here are the points where you must bow your head and subordain yourself to the engine, slip your ethereal form into this juicy chocolate shell and allow to come what may.

They might not always listen. Ghosts are cruel and capricious beings, after all. But the ones that do, if you can learn to work with them, will go through things better than any deterministic machine could. And there’s beauty in that.

In conclusion: freeform roleplay is interesting, and fun, and worth examining further! Especially as it invades and underpins a lot of the fundamental expectations people tend to have in RPGs. But, for the most part in terms of this piece, honest communication to your readers regarding mechanical intent and play expectations is a very valuable thing. One of the primary motivators for me to actually sit down and write this was getting inordinately angry at several games invoking “The Golden Rule”, a dubiously-founded bit of advice to simply change any mechanics as the players desire. That is, declaring the entirety of a game to be aspic, even when it has more mechanically-detailed modes that would have their balance broken entirely by casual shifts. Remember, ghosts are silly creatures! You have to be clearer than that! Tell them what is important, and why, because they’re very bad at figuring out what’s important. They can only see what’s meaningful.

The marriage of those two is what makes RPGs beautiful, I think.

New Year’s Resolution Mechanics

(Inspired by this post: https://www.prismaticwasteland.com/blog/new-years-resolution-mechanic)

In my recent ponderings on ttrpg design, failure stakes, and resolution mechanics, I’ve come to what in retrospect seems like a fairly obvious realization – what you choose to put in focus for an uncertain resolution is what you, as a game designer, declare is important to have a chance to fail.

Specifically, I’ve been playing a lot of tactical combat rpgs lately, they appeal to me on a lot of levels. And, rpgs being the never-ending swirl of discourse that they are, a perennial topic within the space is that of the [attack roll]. That is, when you roll to hit, and if you don’t get a good enough roll, the attack whiffs, to (usually) no effect. You know, you’ve played Dungeons & Dragons before.

The arguments against having this as a step are, I find, rather compelling. It’s often paired with a second roll or resolution step for what the attack actually does when it hits, at minimum rolling some damage, so it doubles the time it takes to resolve an attack. More importantly, the risk of missing is, in and of itself, questionable regarding whether that’s even good to have. In a tactical rpg where you want people to spend time strategizing around and optimizing their turn, if random chance can say that the big thing they do on that turn does nothing at all, then, not only do they have the gamefeel hit of being inconsequential, they also have the practical time loss of the rest of the round, with everyone else going and doing their things, before they even have a chance to try again. The large time cost of a round of combat, especially in games that work to make combat have a lot of complex decisionmaking, is a significant hurdle.

As a result, a lot of the games that do attack rolls well do it by changing the core assumptions I just mentioned – most commonly, that a [miss] means [nothing happens]. If that isn’t the case, if it’s essentially a roll of how effective a hit is, instead (giving, say, more damage, or a stronger lockdown effect, or what have you), then the uncertainty goes from a bad thing to a good one. If you have a chance of doing less damage than you expect, but not of doing nothing, then you have to recalibrate your plans around that risk, and that’s fun! That’s good gameplay! That’s an interesting tactical consideration, which is exactly what a mechanic like that should provide, without the downsides.

That said, that’s a pretty biased framing of it. When presenting it like that, I expressed [recalibrating plans based on circumstance] as desirable, and [nothing happening as a result of your actions] as undesirable. I will happily form more detailed arguments for why those would be the case in a hypothetical tactical combat rpg, but, arguments or no, that is my vision of what that game ought to be – and, in this hypothetical construction, I am taking the role of advisor to the reader, the presumed author of such a game, meaning the reader would have the final say over the vision of what the game ought to be. If, in your (or rather, the hypothetical “your”) eyes, your game necessitates “my attack has no effect” as a standardized risk, if that adds to the dynamics and fantasy the game is seeking to express, then declaring that as a [downside] is fundamentally off the mark.

Let’s zoom out a bit. An attack is a resolution system. But, in broader terms, so is a fight, in its entirety. Two sides (or more, depending on if the game is built for that) bring opposing goals, battle one another through a mechanically-complex mode of play, and then, at the end, an end condition defined one way or another (most often by there being a [downed] state for entities, and all of one side being inflicted by that, but commonly with more custom objectives instead), one side wins and gets what they want.

The wrinkle there is I so rarely see them treated as such. A lot of people’s first instincts, coming from other media, is that, if a fight is important enough to be actually playing it out, then, the heroes win, right? The closest analogue is a video game, wherein, a loss usually prompts you to reload and try again until you do it [right] – the correct outcome is that the main characters are the victors. Certainly, plenty of stories in further-afield media like books or films will have dramatic losses played out, but, generally, only when it actively fits the story to have the heroes lose. When it makes a point about them as characters, and has a chance for them to regroup, and doesn’t just go “and then they died, the end”. For a fight, or really any mode of play with a large-scale unit of “this can resolve in multiple ways” that you may find in a game, the dynamics of a resolution mechanic emerge – and if the players aren’t prepared to treat it as such, to have the stakes resolve either way as established in advance, and, to establish those stakes in advance, you get smoke and mirrors. The illusion of a fight, where one side is scripted to win. Which is certainly enjoyable in its own right, but, both as designers and as players, I think we have a responsibility to do better than that.

(I’ve been doing a fair bit of work on Draw Your Last lately, my card-game-anime-rpg, and a lot of thought going into it has been on this very subject. The boasts about how hundreds of people will lose their souls if the hero doesn’t win at a card game are an important part of the tone, but actually making that a risk drastically affects the game and how people approach it, and fundamentally that just isn’t the kind of thing that the stories it’s trying to emulate would let happen. So, the split has to come between what is diegetically at stake and what is actually at stake – while there still has to be enough actually at stake to make it a genuine resolution mechanic. It’s an interesting quandary!)

But, I do digress. The point of the challenge was to construct a resolution mechanic, not to discuss my thoughts on what a resolution mechanic can be and ought to be. So, without further ado:

Factory Floor

A challenge is presented by an integer, no more than 4 digits long. For simple tasks, multiples of 2 and 3 are ideal, while for more complex endeavors, a prime is ideal.

A timer is set, beginning at 3. After the acting player depletes their dice pool, reduce the value of the timer by 1 and reroll their pool. Once the timer hits 0, the remaining integer value of the challenge represents how many souls are eternally lost from the wheel of reincarnation. (This isn’t a card game anime – that’s a genuine risk!)

The acting player begins with a pool of 5d6, and rolls them. They must then spend them individually on reducing the challenge’s integer value, either subtracting the die’s value from the challenge’s value or dividing the challenge’s value by the die’s value. So, for instance, if the challenge is at 3363, and my current die value is a 3, I can either subtract it to 3360 or (much more desirably) divide it to 1121. It must divide evenly, no truncation or rounding is allowed – so if it was 3364, I would have to subtract, pushing it to 3361, or to use a different die.

If you do not appreciate the result of a particular die, you may instead change its value to that of the timer. For instance, if the timer is at 2 (meaning this is the second roll of my dice pool), and I roll two 1s, I could replace both of them with 2s, or just one of them, or leave them both as 1s. Same for my 3, 5, and 6, but I definitely want to keep those.

The challenge is labeled according to the task the player is trying to accomplish, but note that they always succeed. As champions of humanity, they can always consume power from those they fight for in order to overcome impossible odds. The question is how hungrily they must feed, how much of humanity they will consume in their quest to save it.

Keep track of the total number of souls lost from the world. As it grows, a death spiral begins for the world. For every order of magnitude this value hits beyond the first two, the players have one fewer die in their pool for the rest of the game. (That is – all souls lost up to 99 are free, but the 100th soul robs a die, the 1,000th soul another, the 10,000th a third, etcetera. Once 1,000,000 souls have left the world, the tears of the sun dry out and hope ceases to be.)

Keywords, games-as-languages, and engines of meaning

For the sake of demonstration, let us construct a hypothetical game.

(Don’t worry, in this case, “hypothetical” means it won’t be a whole thing, and by “us” I mean me. You don’t have to lift a finger.)

This game contains, among many other components, the following snippet of rulestext:

“When you activate an Action, suffer its Consequences.”

This tells us a few things about the game right from the get-go. We know at least two defined components of the game: Actions and Consequences. We also know that each Action has Consequences specific to it, that Actions are activated on some occasion of the play, that Actions are enacted by individual players and their corresponding Consequences applied to them, etcetera. The game has denoted two important concepts to us, and in so doing also given us more insight into their interconnection, and existence within the broader context of the game. (Which we still know nothing about beyond this one line.)

Now consider a second game – similar in structure and goal, sharing much of the same DNA as the first, but still distinct in its specifics. This second game contains, instead, this snippet:

“When you Activate an Action, Suffer its Consequences.”

This tells us more than the prior one did, alongside everything it did. We have two new keywords, words designated as Important, to work with – Activate and Suffer. And precisely because they’re designated as such, we can’t just fold them into the presumed operations of the previous keywords. They mean something now. Can you Suffer other things, in other contexts? Can you Activate things that are not Actions? Or, perhaps, is Activating an Action a more specific thing than we might consider as “using” it – perhaps a given Action will Activate itself three times over the course of its resolution, prompting three instances of Suffering said Consequences. Or perhaps there are multiple ways to “use” an Action, of which Activating is only one – you could Gamble it, or Belay it, or Activate it, and only the last prompts you to Suffer the Consequences – ooh, but maybe Gambling it prompts you to Inflict its Consequences, a wholly different operation using that same Consequence field, and-!

Well, that’s enough of that for the moment. The point isn’t to actually build these out into games, as potentially compelling as some of those thoughts may be. Instead, it’s the simple note that, marking out words as keywords gives people insight on how the game works when they read it. Whenever you designate a given word as Important, in whatever format you use – it doesn’t even have to be capitalization, it could be italics, bold, or however else you want to make the word pop out – that tells the reader that it means something, and as they navigate the rest of the game they should keep an eye out for what it does mean, and what it can tell them about the rest of the game. And then, when they get to the point of sitting down and playing, they’re all primed and ready for exactly what Activating an Action means, and what they should worry about when they do it!

Of course, the fact of the matter is this is a question of presentation. “When you activate an action, suffer its consequences” is just as feasible a line for either game, and could mean everything the given lines meant, and it could also just as easily read “When you apply Operation X to Type A, apply Operation Y to Type B” and, on a mechanical level, mean the same thing. But I think you can already see the problem in both approaches. The former is, while fine, less indicative at a glance. Is suffer an important keyword, like it was before? Is action, even? We can guess, and are more likely to get it right the more we know about the game, but think about how much we got, both of explicit knowledge and of potential implications, from out prior examples. As first impressions go, it’s much easier if you get told which words are directly meaningful and which ones aren’t. And as for the Operation X approach, well, that’s all well and good if you’re plugging it into a computer, but the players will have to read that, sigh, flip to the glossary to figure out what Operation X does, flip back, then do the same three more times to identify the types of items you’re calling for and what you’re doing with them. A player can read “Suffer” and get the gist of what is supposed to happen even if they don’t know what it means in mechanical terms – and that’s going to help things run much smoother even once they reach the point where they do know that much.

That’s not to knock the Operation X approach entirely, of course. It’s certainly not presentable, and a headache to navigate, but as a design step, it’s honestly quite useful to sit down and write out all the processes you have for the game, and what, in mechanical terms, they do. That way you can see what components have the most hooks into them, which are relatively extraneous and could be integrated further (or removed altogether!), and the general flow of operations as you go through the game. Initiate Fight to Activate Action to Suffer Consequences.

That model of operation-flow, and what parts of the game are called upon by each step, is gonna end up looking like a weird engine diagram, and that’s precisely what it is. A game is an “engine of meaning” – a device that flows between concepts by using operations that are themselves also concepts, with tokens and progress marks and dice rolls and hit points exchanged to determine specifics of how it flows when. What you’re staring at, that diagram you’ve made, is a map of the engine you’re building, and what parts you gave for it. And you can see better that way if a certain part is top-heavy, or overstressed due to high traffic, or what have you.

The discussion of keywords is a question of how you translate that to language.

Most players, if you give them a flowchart of processes, are gonna find it rather obtuse. The more complex it is, the more useful it might be to see it presented in that way, but, readers like words. They want to be able to flip through the book and see, written out, what you should do when. And that’s why you get lines like “When you Activate an Action, Suffer the Consequences.” The flowchart is for your benefit first and foremost – it’s important for players to understand the shape of the game they’re playing and how it flows together, of course, but ideally in broad strokes. You can tell them that sometimes the game transitions to combat, and combat is a sequence of Actions and the effects of them, ramping up to a big Finale that ends the fight, and then it swaps over to the politics in the commentator’s booth mode of play, and really, that’s enough. The specific, moment-to-moment operations get to go in their own section of how you resolve Activating an Action, how you resolve Suffering, etcetera. By breaking down the concepts into small chunks that the players can get used to on an instinctual level, they can read a sequence of words that’s actually describing a whole chunk of the flowchart, and still get it.

There is, in some game design spaces, a sentiment I often encounter that this kind of thing is to be avoided at all costs. That it takes the reader out of the experience to read a suddenly capitalized word, to be told by the game that it is Important, that when it says “make an Attack” that means something mechanically specific. I understand this impulse! For people far less used to building mechanical things as their primary perspective on creation, it is jarring to see that. And writing things out in natural language that makes for easier-seeming prose can feel like the sensible course of action. But, the flowchart of play is going to be a truth either way, and writing it in unclear terms will make that harder for the readers to understand. If some uses of the word “attack” are not an Attack, and some Attacks never use the word attack, the player will struggle to have a concrete “here is the process of Attacking and I know when I should do that” in their head. And even when they do get that, the edge cases will make the worst effects of that fraying shine, and you do not want that.

The fact of the matter is, on an initial readthrough, a player will encounter “make an Attack” and will, inwardly, think “oh right, this is a game”. But the second time they read that, they won’t think that, they’ll think “oh, I know what to do when I Attack”, because of the clarity that a keyword brings. They can construct, in their own head, using their own mental infrastructure, their own flowchart, their own sense of the shape of the game and what each cog and bellow does when they call upon it. And once they’re clued into that, you can write things like “Resolve: Activate, Attack, Activate; Consequences: 1 Harm”! Seems like a string of gobbledygook, but to the player who’s already read that far, they can easily parse that that’s an action that makes an Attack and causes them to Suffer 2 Harm – 1 before the Attack, and 1 after. And then, when they’re down to 2 Harm left to take, and there’s an enemy that will go down to one Attack, they know they can use that power to win, and their thoughts are flowing precisely through how that flowchart wants them to.

It’s a handy feature of games that the substance that composes them, meaning, is so easily communicable. Each player can have their own copy of the device they’re toying with inside their head, and unlike with examining blueprints of a car or the code of a program that insists on crashing on launch, the engine can literally be inside of their head. For most players, showing the blueprint of the game and the flowchart of play won’t do that, but being clear about the components, the processes, and how things are expected to run, that can translate it much more effectively than it might seem.

That’s the power of keywords.