Are One Page RPGs Worthless?

Elegance in game design is said to be achieving the most amount of depth and impact with the least amount of rules. It is an echo of the idea that design is about simplicity, and that art is not about simply adding paint or lines, but adding, as Charles Schulz said, only what is necessary, and no more. As an artist, this guides my hand but as a game designer even more so, because game design is a user interface. As such it must be blindingly, unambiguously clear. It can leave nothing questioned, nothing opague, nothing difficult. But it also must be as light as possible, because explanations clutter, and control, and contrive. Indeed, if a mechanic or rule cannot be well explained, then the mechanic itself is worthless.

Into this steps the lyric RPG, the one page RPG, and indeed the nano-game, of which I have posted nearly a hundred on Twitter. There is even a one-word RPG, and I think it is a decent effort, given that restraint. I think also having a title might be cheating but I also think that’s not the point, maybe. But generally, what’s been missing is actual discussion of these works. The TTRPG industry has always, always been ridiculously low on critical voices (as opposed to angry assholes), and the indie scene much more so. The world has too many RPGs, far too many indie RPGs and probably infinitely too many nano-rpgs, and in each case infinitesimally few critiques of any of them. For a moment Dennis Detwiller came out swinging on twitter, and the dragging was – because twitter – undeserved in its perversity, although he took no care in differentiating his opinion from empty assholery. In the end, the discourse on twitter and such like is always hollow, always useless and leaves us worse off than no discourse. So I did love getting a review of my one-pager Dog Bites The Man that put critique right into play not just of my one-pager, but ALL OF THEM.

I’m a little torn on this issue. On the one hand, I love that games in general and TTRPGs in particular are having this moment exploring games as art and art as games, and that TTRPGs are going full dadaist and refusing to make sense. On the other hand, I think for a game to be a game, it needs to be playable if only in your head. Otherwise, it’s just an art piece with writing about a game. So when I publish a game I always intend for it to be playable, and to be played, except in very rare situations. I don’t know what other GMs do with one page games but I play mine and I expect them to be played.

In fact, Dog Bites The Man was designed to put the one page medium to the test: the game is designed to be played by printing the game at A2 size and hung on a wall, because I was curious what happens when a game is actually a poster, complete with art, that draws the eye away from the table. Obviously I can’t make everyone engage with the game like that! It’s on my wall, in a frame, which is enough. When I tested it, it wasn’t framed, which didn’t really work. It is an experimental game; I am still experimenting with it. But as I say, that doesn’t free me from having the game examined as per its rules of play.

And with that understanding, the one page RPG presents a unique challenge in terms of economy. Much of the reviewer’s complaints are simply due to not having enough space; to not using the right word at the right time. I meant to say you only get one super power, because…well, I assumed that’s how superpowers worked. The reviewer missed that. I meant to say that of course you are a dog, and you act like a dog, but that wasn’t clear. I also thought it was obvious that killing fascists was a great way to defeat fascism, but again, it’s super tough to actually lay out your intentions in a poster. I chose dogs because dogs are seen as inherently innocent and good, and I want to cast revolutionary violence as innocent and good. Not to undermine the importance of the struggle but to actually get people involved in it. I’ve run lots of revolutionary games as a GM and the players always want to stop the revolution and get off fast. I thought maybe, if they were dogs, it would discharge that instinct because being a dog ties into our sense of absolute goodness. We know that dogs are good. So of course it is okay for them to bite cops and smash windows and set fire to buildings. Good dog!

Here I am being subtle in my politics.

The nice thing about treating games as art is I get to do the most indulgent thing of all: I get to make an artist’s statement, explaining myself. But if a game is to be played, it doesn’t get an artist’s statement. It doesn’t have that luxury. It is of course the artist’s curse to be minsunderstood; art, like all communication, always fails on some level, and there is no wrong way to play a game. More than once I’ve had players say “we don’t use those rules, we think they are dumb” and it HURTS MY BRAIN but the only correct response is to say “well done! Good choice!”. As Humpty Dumpty observed in Alice Through the Looking-Glass, of who is master….

‘I don’t know what you mean by “glory”,’ Alice said.
Humpty Dumpty smiled contemptuously. ‘Of course you don’t — till I tell you. I meant “there’s a nice knock-down argument for you!”‘
‘But “glory” doesn’t mean “a nice knock-down argument”,’ Alice objected.
‘When I use a word,’ Humpty Dumpty said, in rather a scornful tone, ‘it means just what I choose it to mean — neither more nor less.’
‘The question is,’ said Alice, ‘whether you can make words mean so many different things.’
‘The question is,’ said Humpty Dumpty, ‘which is to be master — that’s all.’
Alice was too much puzzled to say anything; so after a minute Humpty Dumpty began again. ‘They’ve a temper, some of them — particularly verbs: they’re the proudest — adjectives you can do anything with, but not verbs — however, I can manage the whole lot of them! Impenetrability! That’s what I say!’
‘Would you tell me please,’ said Alice, ‘what that means?’
‘Now you talk like a reasonable child,’ said Humpty Dumpty, looking very much pleased. ‘I meant by “impenetrability” that we’ve had enough of that subject, and it would be just as well if you’d mention what you mean to do next, as I suppose you don’t mean to stop here all the rest of your life.’
‘That’s a great deal to make one word mean,’ Alice said in a thoughtful tone.
‘When I make a word do a lot of work like that,’ said Humpty Dumpty, ‘I always pay it extra.’

-Lewis Carroll

Humpty Dumpty is right: the audience is the master, and doubly so for the player. Words and rules go to audiences, and they get it all wrong by reading them and interpreting them, which is a horrible trick, really. (I also have a bad habit of not explaining myself as much as I should, even when I explain more than I should like. My mind moves barely slow enough for me to put it into words; let alone deal with others having to understand it.)

Of course we have ready solutions for misunderstanding in games: the errata and the FAQ, the second edition and the downloadable patch. We might pity then Monet, who cannot add an asterisk to indicate the lily was not QUITE the right colour after all. More than one painter has also suffered from their work being hung upside down in the gallery, or other failure of instructions. But perhaps this is, if we wanted one, why games are not art. There are no instructions on a Monet. One can eat it or set fire to it. The players on the stage command the audience with their voice to pay attention; being savvy of media tropes is a luxury most art forms just cannot afford. But instructions are by their very nature open to questions, and even answer. The saying goes that the designer doesn’t come in the box, but even so the question and answer happens with the players. Every regular game player knows that every game, no matter how simple or how well known, has areas of disagreement, and every game player of any social skill has a plan to deal with the problem. Even a solo gamer interrogates himself if this time he will cheat or not.

The Monet offers no dialogue. It commands you, body and soul, or dares you to ignore it if it moves you not. If games aren’t art, then this is why: because they are interactive to their core. If art is what is created inside us when we interact with something, the game is simply the list of instructions to create the something. If games aren’t art, they are art-producing recipes. If one page is not enough to make the recipes clear and purposeful and playable, then they have definitely failed. We can only hope to do better next time – or provide an errata.

Of course, all of this becomes far more difficult when it comes to political messaging. It is one thing to have mechanics misunderstood on how to move a piece; quite another when the goal is to communicate via that mechanic a political agenda. In my game The Day They Came that simulates having to leave your country with nothing but the things you can carry, the first player is determined by the person most likely to get on a refugee boat: the strongest male over twelve. I’ve been accused of being sexist for writing this rule. Political work is always going to be more criticized, certainly: Dog Bites The Man was criticized by this reviewer for not providing comprehensive solutions to racial oppression because it focusses on violence and civil disobedience but I made it more directly violent because early comments suggested it wasn’t violent enough and didn’t sufficiently reflect the protests that it referenced as a result. Politics, indeed, is always to be never enough. But that’s not the same thing as being totally misunderstood. Both Dog Bites The Man and The Day They Came are one page RPGs dealing with big topics and both have failed to attest to players the fact that they are taking their subject seriously. Ditto Princess Die, now I think about it. The argument has been made that one page RPGs probably always fail; it may be more strongly that political one page RPGs definitely always fail.

And that’s where I turn to you, dear reader. I think some of my one page RPGs work just fine, but I also note that for say, After Action Report I had to go to two pages, and Two Faces, despite winning an ENnie nomination, is much better with the additional second page. But despite being made in just an hour, I think some of our one page one hour RPGs work really well. What one pages have you actually played, or player more than once? How well did they actually work? Were any of them political, or all silly? Were the only ones you used ones that were roll-to-see-what-happened ones where you bounced across tables, or actually allowed more avatar-style play? Or should we just realise this was all for comedy and give up pretending the form is actually playable? Send your answers in.

The X Card Will Not Save You

In 2020, running a game on camera in his popular Actual Play “Far Verona”, game master Adam Koebel described a sex crime happening to one of his players’ characters. A robot PC had gone to see a mechanic, who introduced a technological process that forced the robot to orgasm – for the pleasure of the mechanic. It was not something the player wanted or appreciated; the other players also found it unsettling to say the least. It is not surprising that the game master was male and the player female.

The game and the stream was shut down and Koebel has since mostly been out of the industry or keeping a low profile. In one of the few statements he made about the incident, Koebel explained that the cause of the problem was a lack of “in the moment” tools for controlling content.

This post isn’t about Koebel, although one has to ask how anyone could be a professional game master in 2020 and be that careless and cavalier. Or let such things go to air, because it was apparently not streamed live (and is still online, oddly). The combination of getting into that situation and not taking particular responsibility for the subject choice could suggest that safety tools would have been little help here. If post-facto editing didn’t suggest not to broadcast this moment which was if nothing else in bad taste for the audience, I imagine that the game master would not have checked consent regardless of priming, and may have overridden their use if engaged.

I am a great believer in systems and systemic approaches. I used to work in public health after all. Individual bad actors are not why safety problems occur, and only through properly adjusting everyone’s approach can we change a culture. Safety is a discipline of forethought that as can only learn through practice and rehearsal. This is why we do fire drills. Why we have seatbelts and speed limits and road rules and driving tests.

But just as nobody would treat a car roaring along at the speed limit as inherently risk-free, systems alone do not make us safe. Bad actors exist, but more importantly mistakes occur. No system is perfect and certainly no system allows us to turn off our brains and coast. But we do know safety processes can cause the latter. People will allow their dogs to act more irresponsibly at the dog park, or stop watching the dogs welfare, because there is an idea of safety inside the fence. I work as a dog trainer: safety and safety culture is my business.

As well as dog training and public health I have some experience in the kink subculture, where safety is the most important factor of all. Everyone in kink has some experience with the safety issues of kink. And everyone I’ve ever met has a story of safety being violated and tools failing to be applied correctly.

One of the biggest safety tools used right now in roleplaying games is the X card. Formally coined by John Stavropoulos in 2013, an X-card is a way for players at a table to indicate they are uncomfortable with the current nature of a scene by touching or picking up the card. The advantage of the card is it can be activated without words, which can be a crucial thing for those with social difficulties or if actual traumas are engaged or simply because it’s hard to say no, stop. The X card is a great idea. But I also think it is on its own not enough. It is at best incomplete safety culture as it is currently used. X cards are slapped on tables as a prophylactic, as if they are infallible. They may have short explanations but that’s not the same as proper training in their use. They have been used as a signal of virtue rather than a tool: games without them must be recklessly, brutally unsafe; games with them must be totally safe. And we act like they solve everything.

Understand that I’m not saying x-cards are useless or always make us complacent. But I have seen them and other tools fail. They will inevitably always fail. If we act like they are the beginning and end of safety culture, and a pathway to virtue, we’ve learnt nothing and have done nothing. Too often the x-card is not a part of good safety culture, but exists instead of one.

Safety culture is the name for the discipline of building environments which minimize our exposure to harm. (By which I mean actual harm to our physical and mental health , to be clear: the term of late is often broadened to the point of uselessness, which makes us actually less safe.) Safety is a much-studied area and we know very well what contributes to strong safety culture. Key principles of good safety include things like:

  • Acknowledgement of the risks that exist
  • Determination to change that
  • Understanding responsibility lies with everyone
  • Focussing on solutions not blame
  • Education and training at the core
  • Buy-in to all of these at every level but especially by leaders, mentors and managers
  • Continuous monitoring and ongoing improvement

But the good news is, the X card has all this stuff. Not in the card, but in the text around it. Go and read the whole goddamn document. I’m not sure how many folks actually have. (If you all have, write in and tell me I’m wrong). That document is long. REALLY long. Because safety culture is complicated. The most important parts to read are the latest update notes on page 3, and this quote from page 12: “The X-Card talk is more important than the X-Card itself.” Between those two things we get most of those above bullet points: that we need to acknowledge risk, that we need to all decide together to buy in on changing the level of risk, and that responsibility lies with all of us, without blame. It doesn’t quite get into monitoring and checking in (not even in the whole essay) but it points the way to other tools like the completely free TTRPG Safety Toolkit and the great book Consent in Gaming. It does not phone it in.

But the thing is, we have not risen to that. The essay and accompanying material is forgotten. I see very empty X cards in use. No links. Low explanation. I see people NOT using John’s spiel – and not because they are replacing it with something better. The X card is at risk of becoming a victim of its own success and its own succinctness. The whole brilliance of the card is that with one card on the table, we can shift an entire culture. The terrible risk of the card is we stop there. I was there when this conversation about safety began in the 90s, and I’ll be damned if we stop the train now it’s finally moved an inch forward in public acceptance. You could draw a parallel to pride flags: important, clear messaging. But easy to wave. Easy to be a t-shirt for a clubhouse instead of a process of dismantling assumptions. Easy to co-opt. Not complete proof that the waver actually gives a damn. Not the end of the process.

I haven’t read Consent in Gaming but being autistic as well as all those other things above means I’m an expert in how games are full of danger because they have the illusion of safety without any actual safety at all. So I may do another blog soon about how I think about safety in gaming. For now though, I want you to say to yourself: The X Card Will Not Save You. The buck does not stop there, and neither should you. Read further, understand safety, and deal with it properly.

EDIT: As always, I’m far from the only person who has found that a more abrupt version of safety leaves out variations – safety is rarely one size fits all. Beau Jagr Sheldon points out here that if your ONLY response is to completely remove a topic, it might feel pretty bad too.