There’s a few conversations I’ve seen online and on video about the issue of challenge in RPGs and it reminded me of the main reason I start The Same Page Tool with this:
Do you play to win?
a) Yes, you totally play to win! The win conditions are…
b) Good play isn’t a win/lose kind of thing
And very simply; it’s because most things non-roleplayers see as “games” are things you play to win, so if that is NOT the goal for the game, then you want that cleared up right away.
This is not to say you cannot have a game that you play to win that happens to create some interesting story, or that a game you don’t necessarily play to win might not have some competitive/planning elements to it, just that as a compass pointing to “what is the point of play?” it’s a great question to start with.
It also is one of the most common points where disjunction among the group leads to problems.
I remember years ago a friend was running Dog Eat Dog, a game where you are not playing to win and they decided their character was going to hole up in a cave, set up traps and try to hide from the Occupation. We had no context about the character, their motivations or why they’d take such a drastic measure, when really, the entirety of the game is about the interactions between the Natives & The Occupation. The player was playing to win, but all it did was derail the point of play.
I’ve also seen D&D games where the goal is “clear the dungeon” and people would make jokey, useless characters for adventure. Again; it disrupts the goal of the campaign.
I don’t think one or the other type of play is more valid; I enjoy both, they’re fun. I do think the play to win crowd (Gamist play!) have had more successful coherent play consistently for decades; if the goal is to play to win and everyone in the group knows it, there’s many games that make that easy.
I also think that sometimes people mix up the idea that if you’re not playing to win, you’re definitely playing to lose. Rather, you might choose to run your characters into a tragedy if it makes a good story. You also might choose to have them fight for their goals with all their might because good endings are awesome. You might choose what “feels realistic” which might be anything in between. The key point is the metric that guides what is “good play” is very different.
There’s also a thousand “micro dials” of things too: how hard of a challenge? How much does randomness play a role vs. intentional action? Puzzles, puzzle type? Combat, combat length, combat to be avoided, combat to be engaged, how many combats, how many options in combat etc.? Can people use dialogue, persuasion and trickery to overcome some challenges? How much does it depend on player skill vs. character skill/dice? If you spend all your gold subcontracting dungeon teams to clear the dungeon for you, is that good play?
There’s equivalent questions for not-playing to win, as well.
I think the problem is a lot of the discussion is chained down to talking points going back 20-40 years. “Ugh, power gamers” was a phrase I remember hearing in the late 80s early 90s. “Ugh, people don’t like challenges anymore” feels more recent but I remember it coming mostly out of toxic groups that mostly used it as the cover for their bigotries, much like a Dark Souls fan who happens to feel any game that has too many POC or women also strangely coincidentally is not a challenging game and therefore completely trash.
Challenge is fine. Non-challenge is fine. There’s lots of great discussions to be had about what people prefer, what nuances, or what common attractor spaces exist within any of those. That’s kind of where the great nitty gritty of craft in design gets done; finding the details and subsets. Unfortunately I also think that a lot of those discussions can’t develop without slower, longer lasting media; discord conversations slide away within a few days if not hours, tiktok videos move from discovery within days or weeks.
A player looking for challenge play might find a developed palate between Tunnels & Trolls, Red Box D&D, Robin Laws’ Rune, Agon, Torchbearer, His Majesty the Worm, Lancer, The Lone Wolf Gamebooks, the Heroquest boardgame, 1001 Nights, Wilderness of Mirrors, Trophy Gold, Gila RPGs Rune, D&D 4E, and Pathfinder – but maybe heard of 2 of these games at most. It takes time and spaces that make things like discussions/experiences of these available for people to find over that time, possible for people to expand that palate.
You can’t be good food reviewer or a good chef if you’ve only tasted 4 dishes in your life. You won’t have the words or the means to know what you’re seeking. You can’t say if you want more, or less, or a different type of seasoning, if you’ve never even considered what that could look like.
Anyway, to a future where people continue to play more games.
If you find my blog entertaining and valuable, consider supporting me on Patreon.
