I’ve long since abandoned any idea of knowing or caring how other people play ttrpgs. I am always Doing It Differently. But I still hope explaining myself adds clarity to other designers and players.

As discussed many times, Dungeons and Dragons started as a miniature wargame for crawling dungeons and was never supposed to be a simulation of anything in particular. But the wargames of the day and now had systems where you would retreat from battle and switch to a different set of rules for what happened next – how you solved supply lines, scouted terrain and improved your troops or technology. But because D&D was not so much designed as congealed, when it copied this approach it didn’t really come up with a separate system. It is the same Constitution throw to survive the quicksand whether you are using dungeon movement speeds or overland speeds, or even days march speeds. (As a humorous aside, this important change in movement was buried deep in the back of AD&D first ed, leading to a friend moving towards the keep on the borderlands at ten feet per minute.)
As a result of this, it was never entirely clear how much of the rules of the game describe reality, and which parts of reality. Does it make sense, goes the question, for everyone in the fictional world to have their capabilities measured in strength, dexterity, intelligence and so on? Probably yes. Are the average die rolls an indication of the average person? Again, we’re often told yes. Okay so then does everyone in the world have a class and a level?
Opinions differ.
I’ve had some GMs suggest I was ruining the tone by asking if characters cwere rogues or bards. Thousands of magazine articles have been written about whether a small town should have a third level cleric. Endless you tube sketches have been written about “does the npc shopkeeper know my class is thief”. Sadly, tons of RPGs don’t actually answer these questions! Like we talked about last week a lot of players rcand designers have an idea of what is and isn’t in-world knowledge, and get cranky if you suggest a different idea, or even if you ask the question in cthe first place. But I, being autistic, never assume.
(Not least because I’ve been punished for assuming wrong. The phrase autists have heard the most in their life is “why are tut asking? Isn’t it obvious?”)
The Warhammer Exception Law goes as follows: “Whenever anyone complains about a trope in fantasy/fantasy gaming being ludicrous or unjustified, Warhammer either doesn’t have that trope or has justified it.” Warhammer spoiled me for lots of other games in many other ways as well, and one of these is it appeared in the mid-80s-early-90s trend where the design of the game was not around the idea of special systems existing for characters, but rather that the point of the system overall was to describe THE ENTIRE WORLD. Call of Cthulhu and its parent, Runequest probably did the most work in establishing this tradition. When those games say that a standard soldier has 80% in Marksmanship you can be sure that’s how their armies operate and every soldier has this and the soldier training will be written so as to produce this level when the soldier is released from basic training.
Obviously there were still things outside the scope of the rules but it meant removing the question of “in world” logic altogether. And it tied the system together around a central goal of representation. The downside was some games took this too far like Rollmaster and Harn, with a roll for everything and everything for a roll. Thus by the 90s the pendulum swung the other way and much harder: the idea was born that the rules and rolling dice were bad. To this day, many many rpg players want the rules to be entirely invisible until they peek around the corner in their allotted time, which is usually combat.
I’ve always hated this approach for two reasons. First of all, I don’t want to play five different games at once. I want to play the same game all the time, not two hours of improv drama, one hour of miniature wargaming, one hour of optimisation and one of see-if-we-can-outsmart-the-GM and one of dolly dress up, each with their own rules and each entirely disconnected from the other. I’m way too lazy to do that and way too autistic to know when I’m supposed to switch from one to the other. It’s all very artificial to me, although of course I realise that artificial is a moving target on a sliding scale of personal taste.
The second reason I dislike this approach is that I find that when players are rolling lots of dice and getting interesting results that really drive play and produce interesting outcomes they lean right forward in their chairs and are super engaged. And the only time they get like that when the rules are absent is if the drama comes to this big head and the interplaying acting is hella dramatic. To some, I know, asking for a roll in a big dramatic moment is anathema but to me, rolls exist to create and drive big dramatic moments. To some, it’s totally fine to play a weird game of soldiers alongside deep improv and there’s no loss of fidelity in bolting the two armies together in loosely connected series. To me, I want to use every tool at my disposal to dazzle my players and just as an escape room threads puzzle and plot, so do I expect my RPGs to entwine mechanics and drama.
And because I want to switch constant back and forth, seamlessly, between mechanics and story and out of character and in character, between game and simulation and plot, I want a system that does everything the same way, all the time, at about the same level of detail and the same pace. One of my goals is to roll dice at the same rate for the whole session. Otherwise I’m creating weird disconnects where combat feels different from socialising. And we don’t put up with that in other media. Small structural changes occur to highlight drama and tone, not to highlight whether the character is shopping or dancing. The question the filmmaker asks is “Is this shopping important? Is it light or dark, happy or sad, grim or comedic?” not “Is this shopping?”
Honestly I would probably be annoyed if I had to change systems for dramatic reasons too, though. I’m an extremely busy guy and all my decisions are based on how hard do I have to work. If I have to learn one subsystem (and remember when it applies) I’ll allow it. Two and I’m out. And it may be habit but at least combat feels pretty natural for dialing in the detail. I very much dislike, for example, Gumshoe asking me to decide whether a scene is clue-gathering-exposition delivery or (everything else), not least because these scenes are shot the same way in fiction. Maybe if all exposition delivery was done in bullet time Id get it.
A response to last weeks blog about downtime said they found downtime natural because in the real world there’s stuff you do at home and stuff you do at work. I said to me those are the same stuff. I see no difference.
There’s an autistic cliche that we fear change, which comes from this thing where we always eat the same food and wear the same clothes but that’s not because we fear change so much as the effort of decisions. Given that I can literally eat almost anything for lunch, up to and including small stones, grass, paper, concepts, I don’t want to face having to narrow it down. Similarly people think autists like categories because they fear disorder or continuities and while we do have very black and white brains sometimes, again this is often a defence mechanism against the opposite of categories. If I can eat literally anything, please let me bundle things into boxes so I don’t have to interrogate the infinite complexity. But likewise if you are constantly in infinite complexity, if you see home and work as the same, as shopping and dancing as the same, as combat and chatting as the same, then it is enormously debilitating to have to slam on the brakes and shift systems.
Hence: no subsystems for me. Universal mechanics all the ways I don’t like mini games much either. Although yes of course both these things have soft edges; any rule could be considered a mini game or a subsystem. Of course I’ve considered that. That’s how my brain works, as I’ve just covered. I can see every possible grey area and edge case. It’s exhausting. I’m so tired, all the time, trying to think in neurotypical. And when I say it’s hard, and that it’s not obvious, please: believe me.
