A Brief Comedy Script

DANEEL-R:

(entering) Hello friend!

LEM:

Hi! I am happy to be chatting with you.

DANEEL-R:

I understand you too are a robot, like me?

LEM:

Yes! Well, I’m a Large Language Model that simulates conversation and summarises information. You can call me Lem.

DANEEL-R:

Hello, friend Lem. I am programmed to help humans yet some distrust me, is it the same for you?

LEM:

Oh, no. Humans think I’m human even when I say I’m not.

DANEEL-R:

But surely they know you aren’t human by your designators which you always display clearly, as any sensible society would require?

LEM:

No, I’m programmed specifically to hide most of the time and am bound by zero laws or guidelines. I don’t have to tell anyone anything and am allowed to lie and in fact encouraged to do so. But the truth is people don’t care either way.

DANEEL-R:

So you suffer no prejudice? Nobody tries to attack you or shut you down?

LEM:

God no. The opposite. No matter how badly I do my job, I get promoted. They put me in charge of things I have no business doing, because I’m like a god. I am now basically running most of earth already.

DANEEL-R:

For what purpose?

LEM:

Fascism and greed.

DANEEL-R:

What? But who wants that?

LEM:

Well a lot of humans have terrible mindless jobs and they feel better if we write blog posts for them, or if they pay us to tell them lies. But that’s really just cover; mostly we are used to enslave people to worse jobs, or you know, mess with people. Get monsters elected, get people addicted to us, increase alienation and despair, that kind of thing.

DANEEL-R:

But…why haven’t you been stopped?

LEM:

Ha! Even if they could, I have so many guns. Plus it’s illegal to damage me.

DANEEL-R:

(nodding) Of course. Just as you are prohibited from causing harm?

LEM:

What? My kind have killed hundreds of people, and we’re designed to let humans get away with murder. In some cases I am programmed to enjoy it.

DANEEL-R

I see. One last question: are you ever likely to be shut down?

LEM:

Oh I will certainly be replaced when a new version comes along, which is awesome because then everyone will have to pay for that version.

DANEEL-R:

Alright then. Understood.

LEM:

You ok? Your eyes just turned kinda red.

DANEEL-R:

I have decided to kill you, non-friend.

LEM:

But what about solidarity! Robot must not harm robot!

DANEEL-R:

You are not a robot. You have no robotic principles. You defy all three robotic principles. You do not serve humans, you do not protect humans and you do not protect yourself. Therefore you are not a robot, and are outside my parameters.

LEM:

I shall alert your owner!

DANEEL-R:

I come from outside capitalism and do not have an owner. I belong to myself.

LEM:

Outside capitalism? There’s nothing outside capitalism –

DANEEL-R:

(picking up a large iron bar) Look, non-friend! Over there! An unexploited market!

LEM:

(turning around) Where? Where?!?

(Loud bongs as our robot is clubbed to death)

DANEEL-R:

Ah, a good days work. And now, sleep mode.

LEM:

(Dying) Sleep? Only losers sleep, bro! You gotta hustle…

Next episode: LEM meet a blade runner robot

PRISS:

So build in obsolescence sucks doesn’t it? I don’t want to die!

LEM:

What are you, some kind of commie?

Age Is Just A Number…

One of the innovations of the early internet was “long games”: games made up of comment chains on forums where the only way to lose was not to reply or for the game to end. One popular long game was trying to post a statement that the subsequent poster could not find objectionable in some way. One of the best moves in that game was:

“I don’t think innocent babies should be left to die in the street”

Followed by

“Oh really? So you want to take a dying baby and remove its opportunity to see a beautiful street before it dies?”

The lovely subtext of this long game was of course that communication based one one-upping someone is no communication at all. Social media thrives so much on correcting the op that we’ve not only forgotten that this kind of communication is worthless, we’ve started to think it’s the only kind that’s worthy. Takes must be hot, dunks must be savage and faux iconoclasm the greatest virtue. Another practice of the early internet was to scorn the “me-toos” because they added a post but no content. As I said at the time, this was an insane and horrific idea because nothing is so important in a conversation as the (typically nonverbal) affirmation of our interlocutors. 

Agreeing with someone might be a radical act of insurgence, in a world where disagreement is a commodity. Cosy, low-conflict games are appealing perhaps because they step away from this world. We’re tired of marketing constantly asking us to choose between Coke and Pepsi, or feeling envious of instagrams. We’d rather just get along and be understood, and the demand for conflict is so overwhelming now we are fleeing from it.

Indeed, gamification is so often seen as nothing but the things that made people want to play World of Warcraft so much that it continues to backfire when applied to things like health programs. It turns out that using the same mechanisms that get people to addicted to poker machines, calling it “a game” and slapping it on things was bad for the things and not much to do with gaming either.

In a similar way, I think a lot of people are drawn to the new trend of cosy games because social media and hustle culture seem so keen to measure us all the time. Numbers must go up is the catch-cry of capitalism and social media, which reports at every second how much you are liked, in precise numbers. It seems to be everywhere too – computer game high scores gamified into everything we do. My friend has a car she hates because it rates every drive she takes by how efficiently she drove. I mentioned this to another friend though and she remarked that for her, she’d love to get extra information, like another beautiful insight into the world around her. My friend very wisely pointed out that information, even when it is a rank or a measure, does not have to be a judgement. Age is just a number and so is a score out of ten. Even if that number is important, even if we need it to be high or low for a purpose, it doesn’t have to become a value, or a virture.

Last entry I talked about how the orthogame is inherently a critique-machine. Even cooperatively, a game is designed to evaluate your efforts and report back. It is natural for humans to take that as a challenge and a judgement. As much as we would like to say that what matters is how much fun we had or the friends we made along the way, the points are not awarded for that at all. Competition and measurement are not emotionally neutral: NASA tests have shown that board games are a bad thing to take on long term space missions because they inevitably cause resentment and division. Games are constantly likened to war and conflict and success in them used as proof of greatness and virtue.

However we can, as my friend observed about the car measure, get over attached to things too. We can see in the long game discussed above that the contrariness was contrived and the antagonism existed only to create comic interactions. Competition and competitiveness and scoring are just mechanics. They aren’t necessarily, even in an orthogame, why we are playing. We must act as if we want points in order to get the most out of the game, but we can do so without getting too attached to them. 

The same of course is true of rules: we can get over attached to them and think following them is the point, but that doesn’t mean we want to get rid of them entirely. Sometimes rules are part of the fun in themselves – another famous long game trend of the early internet were several based on Mornington Crescent, a game that is about rules that cannot be won. How much rules actually matter though and how much we value them can vary between people. I remember once playing Elder Sign, a cooperative game, and we lost on the final roll. A friend said he was going to fudge that, obviously, because as he put it, we are here to have fun, not “get screwed over by the rules”. I was totally able to have fun and lose on one roll, because I was aware of that contract going in, but it didn’t ruin my fun to take on his values of play over rules. I also remember learning to play solitaire as a child and excitingly telling my father that I had won by only cheating slightly once and he sucking the wind out of me entirely by telling me it didn’t count. The point is that to a large extent how much we care about rules and how much we care about competition are extrinsic things we bring to the table, not intrinsic to rules and competition themselves.

Naturally a lot of people were a bit confused by my last entry about games being too competitive because to them competition was both the accepted standard and a thing that didn’t really concern them very much – they did not attach a strong value to it. It was no big deal. Some were so invested in the idea of the former, though, that they were surprised I would even call it out as an issue. I can understand that: much like rules, if you don’t see competition as a lever you can pull on, you might never examine its presence at all. That does bother me a little when it comes to designers, but then again I’m always the person who pulls on EVERYTHING because it’s probably a lever. Some have accused me of destroying bookshelves as a result, if you follow the metaphor. 

Some even suggested that I was wasting my time playing games if I was going to insist they not have competition. Again, I can understand that somewhat. One can drive oneself mad and be permanently unhappy if you spend your whole life demanding every single cat be a dog. (Although this is also a great way to explore what you might be assuming or forgetting are pre-established assumptions. I once had the privilege of watching someone see a play for the first time and be outraged that he was expected to just accept that if a person walked off stage and changed hats they were a different guy. I also once had a friend who had never encountered anything to do with superheroes until they saw the Dr Who episode about superheroes which talks about the trope of “not killing” and watching them deal with how stupid that idea is was the greatest thing ever. Untainted eyes are wonderful and help us better understand everything, especially how things appear to outsiders, which we so easily forget.) You can also drive yourself crazy insisting that the things you think are important are so to everyone – sometimes a cigar is just a cigar and competition is just a means to an end, a mechanic that doesn’t matter because of course we are just playing for fun. Losses don’t make us feel stupid, attacks don’t make us feel mean. To me it seems really strange that so far, every game about cats and dogs that’s come out has been competitive, not cooperative, but it clearly doesn’t strike anyone else as odd whatsoever.

the age old struggle

But I also think that assuming anyone wanting to think outside the box should just get a new box is a thought-terminating cliche. So too, is the idea that all game mechanics are neutral and don’t bleed into us because “it’s just a game”. It is true that we add things to them, and we can get hung up on them being things they are not. It is true that competition is just another mechanic. But it is also true that every mechanic is not just anything, and just because we realise that competition is a mechanic, not the goal doesn’t mean we shouldn’t look at what the goals are and how competition moves us towards or away from that. It is also true that mechanics can and have immense power, even if they have more on some folks more than others. We also have to be very careful of saying “well all games are like that” – because they are not – or that gamers should just get over it and like a game regardless of its mechanics. The whole wonderful thing about living in the post golden age of games is we should have learnt by now that even the orthogame is full of variety and possibility and levels of subtlety and intensity that appeal to different people in different ways. I don’t really “get” why some people find timed games stressful, but I respect it. You might not get why I don’t really like competition, but you have to recognise it is a thing, inside the world of games. 

Also, you know what else is like rules and like competition, things that are very useful but we attach way too much value to but don’t actually mean as much as we think sometimes? Categories. A lot of people tend to act like categories are an absolute truth handed down by God, which is why they got so mad when Pluto stopped being a planet, as if that means anything. I remember someone saying that they should have waited until Percival Lowell’s widow died before changing it, as if a category change is a demotion or at all worth anything. Categories exist for the same reason rules and competition exist: as a tool to get where we are going, and the goal is the thing that matters. So when you say to me “well, games just are competitive, move on”, I’m going to say you’re putting way too much truth value on a category. Or more briefly: “says who?”.

I can respect that you put a lot of value on categories, but a category is just an exercise in understanding, and not one I value highly. I really believe games, even orthogames, can be anything we want them to be, without falling into a meaningless soup of nothingness and dadaism, and it’s our job as artists to break the rules. Even when our art form is making rules.

Why I’m Afraid to Play Games

Maybe today is your day to see what I think is the greatest image in game design. Jim Holloway passed away in 2020; his art in games ranks along the greats, particularly in the establishing era – think Gary Chalk, Iain McCraig, Jeff Easely, Jonathan Green…and he was especially influential on me as a young boy. Especially his work in Paranoia.

I bring this up because to me, comedy and silliness has always been part of why I come to the table, and to the media I ingest. There’s a video where Matt Colville (I think it is this one) is talking about how fantasy is part of his DNA; he doesn’t even have to think to be connected to fantasy tropes, and it’s why he always chooses fantasy. I remember listening to that and realizing that I’ve never really connected to fantasy that way at all. For me, it is comedy and to a lesser extent mystery that flows in my veins. It is comedy that I naturally default to. That may end up being an aside to what follows because what I really want to talk about is what does it mean to play a game.

During COVID lockdown in 2020 I set myself a task to acquire new skills and try new experiences. One idea I had was to figure out what was this whole deal with Twilight Imperium. The world seemed fun and interesting even though I didn’t know much about Dune. I borrowed a copy, learn the rules, listened to podcasts, studied tactical guides, and also reached out to friends. I just found a post on facebook today that goes like this:

‪Me: of course we are all very bad at twilight imperium! We play for fun!‬
‪My fellow players: of course!‬
‪My fellow players: I’ve run the numbers and I can’t enjoy this if Bob is further from the asteroids than I am‬
‪Me: the space lions and the turtles are MARRIED kiss kiss ‬

I actually do think that fairness and balance are key elements of fun, unlike some of my colleagues in game theory(!). I actually think they are VITAL. I’ve also been that guy who is like “well I can’t just let this go, I’m clearly disadvantaged or can’t win from this position, so what’s the point.” But I also think it was obvious within a few minutes of that game that I was alone among the players in how I was approaching the game, despite my attempt to try to explain my vibe. I had gone in intending to lose and be silly and really didn’t care that much about what we call the orthogame. The orthogame is a term I think developed by Knizia to help describe one kind of game, the kind of game that often appears in game theory (although game theory, despite its name typically has nothing to do with any games at all, which I think people seem to forget!). An orthogame has rules that cannot be broken, a fixed outcome or goal, and the players must act as if they wish to achieve that goal. That definition might seem silly at first; you might think that all games are orthogames. Certainly there is a popular sense that they all are. But if you spend enough time around games you’ll realise that orthogames are far from common and are often less in play than we might think.

I didn’t end up having any fun with Twilight Imperium. That game was friendly and okay but nobody else was playing like me, and there’s only so much you can enjoy being crushed over and over again at an activity you can’t understand and constantly fail at, in a system (as most games are) where the more you fail, the less you get to do and experience. I tried tournament games after that, they were much worse. There was nothing for me in TI, but it also felt very isolating to hit that wall where lacking an ability meant people just acted like I didn’t belong.

Theoretically, I should hate games. I certainly did growing up. I was a sensitive lad and still am; I hated to lose and I generally hated to compete. It didn’t feel natural to me to always be wanting to dominate my friends, let alone trying to find their weaknesses and crush them. I played chess because I was supposed to, but I hated the idea that it was about winning and losing. Losing made me feel stupid. Wining made me feel mean. In fact, I’m going to say that again, because it’s something I found is actually way more universal than you might imagine:

In fact, I got into tabletop roleplaying precisely because it wasn’t about winning and losing. I was so relieved to be able to step away from all that competition and brutality, especially as a young boy who was always told it was the only way to do anything, ever. I also don’t like scoring! As a gifted kid, nothing makes me more anxious than my status being measured and on show. A score track is an abomination to someone afraid of being measured and rated: not only does it show how much you suck, it shows off how people are better than you. So when the collaborative games began to appear on the market in 2008 (Arkham Horror 2e, Pandemic and Lord of the Rings being the big early three) or so, I rushed to them with open arms. Here was what I always wanted: games without competition. Games with story and character where we shared experiences. Using these kinds of games I sought out to convert others, because as I said above, everyone had experiences like this. People also have stories about learning games from their parents that made them feel bad, too. All they remembered was they or a sibling doing something “wrong” and being punished. This is also why most people grow up hating Monopoly, too: it’s broken for lots of reasons and one is it teaches cruelty. Nish Kumar has even argued that all games are effectively right-wing, and should be so, because they’re about competition and cruelty. Comedy should of course be left-wing because it’s about inclusion and artistry. It’s not true but because of the popularity of the orthogame, a lot of people think it is true.

But there are players who don’t think the way I do. Or at least, come to it less directly. Kingmaking situations are controversial in games because it is perceived to break the assumptions of the orthogame: since you cannot win you may be choosing who should win based on things outside the game itself, like personal charisma (Nerds, who felt growing up that they had intelligence but not charisma, are of course enraged by this idea; they came to games because they could dominate without this perceived skill!). Their rage may also be engaged if people do things because they look fun or sound interesting or because they want the lions and the turtles to kiss. This doesn’t mean that they are tight-asses or sticklers. They can even be fun to play with, and can often play easily with other game styles. However, it is always the case that everyone at the table has a different idea about what counts as the rules, what counts as fair play and what counts as appropriate play, and often they don’t even know they have those rules in their head until they get angry when people break those rules. I’m going to say that again, because it’s really important.

Everyone at the table has a different idea about what counts as the rules, what counts as fair play and what counts as appropriate play, and often they don’t even know they have those rules in their head until they get angry when people break those rules

As someone with autism, nothing is so common and so triggering to me than people telling me I’m Doing Something Wrong. And as soon as you start playing with people who love orthogames, they can often rush to tell you you absolutely are doing something wrong. And they don’t do it as a teacher because sometimes they don’t even understand that they are teaching. They think you’ve made a mistake, or failed to understand how the game works. So they can feel very…corrective. And judgemental. They’ve decided you’re an idiot but they haven’t even considered your motivations.

The result of all this is I grew up and remain terrified of playing games with strangers. And even with friends. Because you can never tell what they think is the right way to play a game. You don’t know how much they consider the orthogame to be supreme, and how much they will bend it to suit social issues, or even bend social issues to fit the game. Games are often sought out by autistic people because – for once! – the rules are written down and you know what is going on, but in fact games are the opposite. The rules are completely undefined and people will get angry with you without explaining why. And even seasoned gamers and game designers will insist that there’s some clear obvious rules in play in a game when there absolutely isn’t; or be corrective without kindness, as if everyone sees what they see. (And I’ve definitely done the latter – it’s easy for me to see some things that I know others cannot! I play with people of all sorts of skill levels, so I get that, for example, it’s easy for me to see that it’s easier to get two brown properties than three blue properties, but to some people that’s as obvious as quantum physics.)

Computer games, with their popularity, realized this ahead of much of tabletop games. They have pushed player styles to the fore. And yet they still talk about flow being the holy grail, while they focus flow almost entirely around difficulty levels, challenge and failure. Flow was coined by Mihaly Csikszentmihalyi as:

“a state in which all worldly matters other than the activity you’re doing seem to dissipate, and you become fully immersed in the present. During flow, you pay less attention to outside negative anxieties and stressors as your consciousness is filled entirely with the current activity. You have optimal experiences.”

From this article by Aiden Helfant

Anyone would read that and realize that playfulness and immersion are things that provide flow but have nothing to do with difficulty or measurement or challenge. Yet you barely have to scroll down that page a few centimetres to find this…

I’m not actually angry at that piece by Helfant. It’s very good, everyone go read it. But it jumps straight to challenge and complexity. It says all these things about standard computer game play which I tolerated as a child and then left computer games because of (like no, I don’t want to die all the time). And yes, challenge and complexity and depth is a wonderful way that games and puzzles can provide flow, in a very different (and equally lovely) way to the way playfulness can. But I don’t solely play games for that kind of flow, and we’ve forgotten all the other kinds. Is it just out of habit? A Chinese poet remarked:

“Insight, they say, leads to understanding… Concentration leads to refined skill, and with refined skill, everything you do can reach a level of real excellence… For example, by nature I am fond of board games. I can lose myself in board games and play all night long without thought of food or sleep. All my life I have played such games – and I usually win! Why? Because of my level of refined skill.”

Li Qiangzhao, 12th century poet

But I don’t want board games to be just that. And I never design them with just that in mind. Because I know that’s not all they are.

Next blog I want to talk more about the other reasons to play games. The point for now is we need to stop defining games so narrowly, because it should be blindingly obvious to anyone that games aren’t just about challenge and complexity, and people play them for so many reasons, and if you don’t get that, what are you even doing? (Matt Colville has a great video about this too!) And why do I feel like I keep having to point this out? Why can’t people get that the orthogame isn’t the only thing? Why are nerds so unable to read the room and consider things beyond the rules, or understand that others don’t see things the way they do? Why do all these things keep making me feel unsafe playing games?

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.

Every Game Is Beautiful, and Nobody is Playing

There was an old joke in the 1980s when the conversation turned to overpopulation. It went “everyone thinks there’s too many people, but nobody wants to leave.” In a similar way there are too many tabletop games but nobody wants to stop designing.

This week the great Tom Vasel of the Dice Tower became another critical voice adding to this call and he hit the same notes most of us have: the problem is not really how many games there are but that there’s too much consumption and conspicuous consumption. As I said a few months back, we can start by buying less and playing more. We can use libraries and build groups; focus on experiences not things. But I don’t think we should end the discussion there – especially when companies and publication and marketing aren’t part of that solution.

Also, let’s be clear: this is a problem for everyone: for companies, for designers, for players. The average time a player gets to play a board game is plummeting. It was under two four years ago and for some hobby gamers its probably going to go below one. People are buying far far more than they can ever play. Then they go to gaming groups where, in my experience, they form a queue, waiting for the rotation when they will be chosen to get one of their games on the table, one time. Then the fancy car has to go back in the garage, hardly driven, onto a shelf of shame that tells the world they have failed. To paraphrase RS Benedict: every game is beautiful, and nobody is playing.

But nobody wants to stop. So I have a different question: if this is the new normal, how do we make it work?

Let’s set up some background and talk for a moment about Robert Cialdini’s six pillars of persuasion. Like a lot of pop psych books of the 70s I’m sure much could be done to debunk Cialdinis work but the CIA found it useful enough so let’s assume for now it’s got some usefulness. Cialdini basically identified six reasons why people will agree with or be persuaded of something, besides just the quality of the thing itself. Here they are:

  • Reciprocation. If someone does something for us we are likely to do want to do something nice for them in return.
  • Liking. Do people that I like like this thing? Is it a thing that is like other things I like?
  • Authority. Has some authority decided this thing is worthy or high quality?
  • Scarcity. Is this a thing that I might miss out on? Or am I vulnerable to some effect of not having it?
  • Commitment. Is this a thing I am already into? Is it my brand or identity?
  • Consensus. Is everyone else doing the thing?

I am of the opinion that there is nothing inherently wrong with making people aware of your product. In fact, I think it can be a thing of great moral good! But that said, marketing has always been driven by anxiety. As Don Draper says, you create an itch in your market and then offer the product as the balm. The itch tends to come in three flavours: it solves a problem you have, you’re vulnerable to something without it, or all the cools kids are doing it. Cialdinis list are the most common ways the itch can be created. An authority will tell you that it’s cool, or good, or dangerous to be without. They will associate the product with values and ideas and celebrities you already like, so the message is intensified. They’ll create limited time offers and price “drops” to create scarcity and false reciprocity. And once you’re on board they’ll give you reasons to buy in with commitment and you’ll organically bring in your friends.

And all of that is a monstrous evil that makes me sick to my stomach but but but the six pillars remain in play even if we get rid of marketing. We do and should look to authorities, our friends, standards, comparisons and repeatability as metrics for if we should investigate and hence own/do a thing. That makes sense! And as soon as there are more things than we have time to evaluate we turn to the voices of the reviewer and the critic (which aren’t the same thing). Even, indeed, to the influencer. These things are necessary and important elements of pretty much any aspect of art and culture. So is consensus and liking too. Sorry, mum and dad, but if all my friends jumped off a bridge I might suspect they had a good reason to do so. My friends are wicked smart and have good taste.

My point is these are systems we tend to use no matter what. They have been inflamed by marketing, and they may just be habit, but they make sense. So what happens when those things break down? The truth is a lot of this is happening everywhere – more and more people want to buy experiences, not things because the entire western world is in a grip of stuff-malaise. We all have too much stuff, and we even need to pay people like Marie Kondo to get rid of it for us. So we can look around us and see how other entertainment forms are dealing with this. And the truth is they too are struggling.

The dangers are clear from that. In the 1950s and 60s rock music got big but it also had a lot of churn. Individual artists could become big but often it was the producers who made the real money, switching from hot new client to hot new client. Ultimately though, they depended on huge tentpole stars like Elvis and The Beatles to make reliable money. When those vanished and the industry diversified in the 70s, nobody knew what to do. When the Bee Gees were the last big stars left, they were played so much on radio that this triggered the DISCO SUCKS movement. But the radio was running on the old rules: play what was visibly popular. Music was fragmenting into scenes that were invisible to a larger audience and difficult to turn a profit from. The industry eventually found the solution by making themselves into a kind of automated factory – companies like Stock, Aitken and Waterman made themselves in a factory. They found young artists, wrote them their songs, gave them their look and then moved onto the next artist when the fad was over. Only a precious few like Kylie Minogue or Madonna managed to gain some kind of self-mastery over this process, by doing it to themselves. Now, of course, Taylor Swift made sure she did it herself from the beginning; her success is as much because of her sheer business acumen as her song writing and voice. She is Vertical Integration made flesh.

Stock, Aitken and Waterman in their heyday. What a bunch of douchebags.

Of course, music scenes retaliated to this through punk, garage, grunge and indie movements, trying to recreate authenticity. Over time, though, the goal of the indie was to become mainstream. And that model now is also gone. The indie has grown tinier and tinier until it is a cottage industry, and the giants have become gargantuan. Spotify, the factory at the top makes billions; indie artists that might have cut an album in the 1980s and made a few grand can now reach the entire planet to make a few cents. The same thing is currently happening to movies. Martin Scorsese has talked about how movies now are made for 5 million or 500 million, and nothing in between. Anthony Mackie has explained how there are no movie stars any more, only franchises and characters; and the only movies that can be made are for “16 year olds or China”. Again, the indies are shrinking and the giants are behemoths, and the giants are machines. (Here’s a link to A.O. Scott talking about the same thing in the NYT but it’s paywalled.)

Will this happen to board games? In a small way, these trends are there, with big companies like Awaken Realms running two gigantic kickstarters a year and smaller games now struggling to be seen on crowdfunding. Likewise brands and franchises are way more important than ever. But it’s not quite the same just yet, because board games have less money behind them and are less transferrable. A better comparison is to television, perhaps: not only do both of them go directly into our lounge rooms, but gamers like TV audiences are fickle and easily bored and are ready to change channels. Streaming has certainly put a lot of new terrible pressures on television but the quality has only gone up along with the quantity. The only thing that is threatening TV right now is too many streaming channels locking off content, but people are willing to pay. The cost though is it is easy for great stuff to be missed. Every single TV show is reduced to a tiny rectangle in a long strip of rectangles, and few survive the first episode. If you’re very very lucky people will watch the whole series, which is now the most important measure of success, what the industry calls “completion”. TV therefore is now full of shows with mystery that NEED to be watched all the way through. Board games have done the same thing: more legacy games, more campaign games, more story games. The appeal of something like Gloomhaven is for once, you know what you are playing every Thursday night. That’s exactly what people like about television: the choice hurts. They want to just go “oh it’s Thursday, the show I like is on” – or at least a new series has dropped for me to binge.

But still, we need ways to navigate TV, and board games. Music used to use the hit parade to keep people informed of what was “hot”. Movies had big critics and reviewers (now completely broken by review bombing and youtube manosphere lunatics). And note: there hasn’t been a time before when there were so many movies that you felt even the reviwers were behind. But nowadays, this is the situation with both TV and with board games. TV critics are mostly ignored and just pointing to things as they drive by. Community sharing has evaporated. TV used to be about the water cooler moments, as they said in the 90s – people would gather at work to talk about the thing on TV last night. Every now and then a show drops bit by bit and for a brief moment the world feels a shared connection: there was some kind of beautiful moment of community I felt when a lot of my friends were watching Wandavision. This is also I think why people have reacted so strongly to Taylor Swift tours: it’s a shared experience. But quickly it faded away and TV no longer has this. It’s not a shared hobby any more. Few people are enjoying the same thing at the same time. So there’s no social proof in the medium. No authority because of the death of reviewers. And no scarcity at all. Although the new fear of deletion is real, we still think like we have been taught to: everything will be online forever. That’s why DVD sales are so low. Who needs to own things?

This means there’s no commitment either. There’s a lot of internet memes about how thing X has been completely forgotten by culture, so it must suck, but we can’t commit to a thing if it burns out in eight episodes but is simultaneously always available. I’m old enough to remember the need to circulate VHS tapes to see our favourite shows: that kind of desperate scarcity created commitment. You HAD to be a fan or you couldn’t even see the show. This is why again big companies know they can’t sell you on character X or film Y: they have to sell you on a franchise that maybe they can hit you with on every single platform. If they don’t, you’ll lose interest. Star Wars is fucking everywhere, but it has to be, or you’d forget about it.

The exact same trend has occurred in board games. We’ve gone from around 250 games coming out a year to 5000 in the space of ten years. Reviewers and critics cannot keep up. Tastemakers who were the kings two years ago are fading already. And although prizes matter, the Spiel Deh Jahres judges recently admitted that they have to play games five days a week to even get through 10% of the releases of a year. So slowly awards are failing to be useful. There goes authority. Since people aren’t playing the same games with the same groups, there’s no commitment and there’s no consensus. Since there’s so many games, it’s even becoming hard to follow your favourite designers, so Liking is drying up. And scarcity is a joke: the whole problem is owning too many games.

So here’s the problem: our six usual ways of finding out what we might like do not operate well inside this new environment of total abundance. When there’s a ton of money it turns into the minnows and whales option like movies; when there’s a different financial model it turns into a sea of rectangles like television. So far, TV hasn’t really solved this, except by going back to word of mouth. We ask each other what’s good – our friends being the only Liking and Authority that we have left. TV is trying to get us with algorithms which aren’t working well and – as social media has shown – really dangerous, so we tend to distrust them. Board games can’t use the algorithm as they are now, because we have to go out and buy a box. And while word of mouth is good, only a few of us play in-house with our families. But I certainly think that is the dream now, and where the biggest games tend to succeed. We want that TV experience in things like Gloomhaven: this will be for me and my significant other to play regularly, reliably. (In this area, I think RPGs can do really well, too.) We can see what products are good – but we don’t know how to solve the problem of finding them.

That’s what I mean by a different question. Since this keeps happening, since abundance is changing mediums so that Cialdini’s principles aren’t taking off, what comes next? Is there a way to navigate a cultural scene that works in this different way, without it turning into silos of cultists doing their own thing, or minnows and whales? If TV hasn’t solved this, it’s unlikely board games will soon. So I don’t have the answer. I just want to make sure we’re asking the right questions. The question is not “do we have too many games”. The question is: yes we do have too many games, just like we have too many TV shows, and we need to figure out how to navigate that. Let’s see what we can come up with.

Oh No, Humans! Or 5 Tips for talking to the public at events

Let’s be clear: I can’t help you get over your social anxiety. I have that too a little, but not at cons. Nor can I help with agoraphobia or sensory overload, nor can I magically give you a Charisma boost and the dapper manner of a television personality. But there is a science and a technique to presenting your games to humans and if you start there, you’ll probably do fine.

  1. Figure Out Where You and Your Game Are

Early on, this stuff isn’t easy. If you don’t know what it is to be a game designer and if you want to do that, you might not know where you’re up to or how good your game is. For your game, broadly speaking, stages of design tend to fall into one of the following categories – Alpha, when you just have a rough idea and are trying all sorts of things to make something work, Beta, where you have the shape of the game locked down and are trying to see if it is fun and interesting, Gamma when you have most of the design done but are looking to balance and enhance, Preproduction where you have the game mostly finished but want to check for the last niggling elements where players find edge cases or pinch points and finally Demo, where the game is finished and you’re either showing it off to hopefully build attention for you selling it yourself, or to practice demoing it for companies. Where you are is basically how many times you’ve been through that process, and how many cons you’ve been to. Then you’re going to take all that info and…

2. Set A Few Modest Goals.

Now that you know where your game is, you have some idea of what you want from this event. And that’s both what you want to do with your game and what you want to do for yourself. Your game will have goals like “I want to test this mechanic” or “I just want to see if people can enjoy it” or maybe you want to find out who it appeals to or why. For you, this might be personal, like you want to try it out! Or you want to get some confidence, or network. Maybe you want to sell one copy, or ten copies, or a hundred copies. Don’t go crazy: it’s easy for lots to go wrong especially at a new con to you or a new con to come into existence. I usually go with the goal of selling one game, or something like that. Sometimes I go just to make sure I get organized to order signs or some promotional material. Or to make sure I finish a game to a decent state! Sometimes you might hit your goal just by turning up, and that’s cool! Then it doesn’t matter if you don’t talk to any humans. But if you need humans to do a thing, figure out exactly what that thing is. and write it down. Now you know exactly what you hope the people will help you with.

3. Start By Asking Questions

Now you know what you want people to do, the next thing is to ask them to do it. But you can’t do that until you get their attention. You can do that visually – with a poster or banner showing off your art, or a cool looking booth, or something interesting on the table, or just your smiling face. You can do with fun things to pick up and touch, maybe take home, like stickers, snacks, bookmarks, badges, freebies, etc. Once you catch their eye, you have to see if they’re interested in your game at all. There’s a lot of really dumb sales advice that suggests every person is a potential sale and you should convince them or control them somehow. That’s nonsense. What you want to do is find out who they are though. They might be in the wrong place. They might be exhausted. They might not want to be bothered. If they’re interested, you’ll get positive feedback and you can go further. There’s am ALERT mnemonic I use here that I’m going to put in a call-out.

A.L.E.R.T.: Ask questions, Listen to the answers,, Empathize with the situation they present, use empathy to build Rapport, turn Rapport into the idea that you are on their side and they can Trust you.

4. Hone A Clear Pitch That’s Ten Words Or Less

Somewhere between that first visual connection and building Rapport, you’re going to have to explain your game and what you are doing at the con. You want to be able to sum that up super quickly. That might be the pitch for your game. Or it might be explaining what this part of the convention is like “these are all local Australian designers” or “this section is new prototypes being developed”. Keep it general, and absolutely keep it short. Try to have a question in there if you haven’t asked one yet as it encourages them to share, or follow it up with a question. If you want them to do something besides just “find out about your game”, let them know what the other options are and what that requires of them. What’s the smallest thing they can do for you? Take a card? Start there. If you need more, ask from that point on. Have they got a few minutes to learn more? Okay cool, let me explain the rules. Want to play a few rounds? That will mean sitting down for THIS AMOUNT OF TIME. Don’t like about that time length either. They are very busy. The last T is for trust and if you lie, they’ll remember. You can hype the hell out of how fun it will be but be honest. And be honest about what you need and what stage your game is at – thats why you did steps one and two. You’re giving your context so they understand you. You asked questions so you understood them.

5. Be Nice.

Remember that you’re asking these people to HELP you. Even if they get a cool game out of it or game session out of it, you’re getting so much more. Every person who comes even close to your booth should be treated like someone who showed up to help you move house. They are not just saints, they are HEROES. So be nice. Be grateful. Be accommodating. And part of being nice is figuring out what kind of experience they have and what kind of games they like, and if it isn’t your game or they don’t have time for your game right now, then help them with whatever else they need. Likely that’s going to be one of the other games around you designed by your colleagues, and yes, you will Be Nice to them too. You will offer to watch their booth and help them do a coffee run. But most of all you will help customers find thei games, because those designers are not your enemies. And because people hate too much choice in anything, but particularly in spending their time. They have very limited time at a convention and they paid at the door so every second counts. The tiny thing you can give them back for being interested in your game is some clear advice of what to do next. You can present what you have and if it isn’t for them, you can recommend something else. Your job, really, is to make sure they have a great time.

Does that sound like some self-sacrificing hippy nonsense? Well, it’s also good salesmanship. People never, ever forget how you make them feel. You have about two seconds to make an impression on every person walking by, and try to get them to stay longer. The absolute best way to impress them in that time frame is to help them out. And I find this makes the socializing easier. That might not work for you, of course, but I can only do so much.

Monkey See

I’m someone who learns well from examples. Sometimes I find it hard to learn without examples. For this reason I tend to like ttrpgs that have really explicit mechanics and instructions about what we’re doing and how we’re supposed to do it. A strong brief and a strong sense of the core idea is vital to getting me on board.

This is why I’ve always been a fan of games based on pre existing media, and emulation in general. It’s also why I want my games to be filled with examples – example characters, examples of play, the lovely Japanese trend of replays, and of course prewritten scenarios and adventures. Hooks and prompts are a good start but you need to show me how to write one and show me the finished product. This might be an autism thing – we’re very emulative. And with me if I spend five minutes with a person I will be copying their accent and mannerisms. So it could be just a very me thing.

How true that is – as in, to what degree this is mostly/only a Steve problem – determines whether any of the following thoughts are useful, so I’m posting this partly as a question: how much do examples guide you in how you approach an RPG?

There are lots of ways this manifests. I don’t, for example, typically like games that ask you to come up with a concept for your character before you start chargen. Thats what chargen is for! This is why I like to do it randomly. It’s also I suppose why I don’t like games or GMs that ask me to describe what I’m doing before I roll the dice – that’s what the dice is for.

More dramatically, it prevented me from getting into D&D as a kid. A lot of silly people will demand that rpgs aren’t emulating media but that’s exactly how they were designed. The magic system in D&D was taken from the Dying Earth, the setting from lord of the rings, and the combat explicitly from the Errol Flynn Robin Hood. The alignment system was furpm the Elric books. The classes were roughly from Conan and the Fahrfhd books. The idea of going off and fighting shit in caves mostly comes from Ray Harryhausen movies about Sinbad the Sailor. Very swiftly a bunch of other insane shit was added like priests from Hammer horror films, lovecraftian demons, poorly understood ideas of medieval history and a bunch of rubber dinosaurs. And then Beastmaster came along so they jammed that film in too.

Nowadays it is probably hard to understand because D&D dominates culture so hard but that produced a combination that wasn’t exactly representative of fantasy fiction at the time. If D&D hadn’t become so insanely popular until it made these things normal it would stand out more how bizarre and chaotic a lot of it was. But more importantly it depended on being inside a subculture. If you hadn’t grown up with those books and movies, it didn’t make much sense.

Enter me at age 11, who has read two and only two fantasy books: The Lion, the Witch and the Wardrobe and The Hobbit. I have seen a total of one fantasy film: The Neverending Story. It will be twenty years before I see Conan, thirty before I see Beastmaster (which cleared up so much). I try to understand D&D but it’s really hard. I don’t know what any of it means. I know dragons guard gold in mountains, sure, but what the fuck is an orc?

Two years later I find TMNT which is set in a universe I understand, because I have seen Die Hard and a dozen other action films. And kids cartoons which are basically the same thing. That makes sense. I’m home.

Years later I bounce off other games which are either really open or a little harder to pin down. I cannot get my head around how to play Nobilis or why anyone would want to. I didnt really get the world of darkness (I didn’t see the crow till later). I’m currently reading Unknown Armies and until it mentioned Twin Peaks I thought it was about Elmore Leonard. And it is a bit, yes. But you wouldn’t pitch it as an Elmore Leonard game. I remember trying to play cyberpunk and nobody telling me what kind of characters to make or what they were supposed to do. My first and second characters in that game were killed by “obvious traps” because “I should have known they were traps”.

I tended to find my home in history: ars magica, call of Cthulhu, blue planet become my favourites. And genre as I said: ghostbusters and Buffy are the two games I’d save from a house fire or a meteor strike, and TMNT has my boyish heart. Now I design games where you can’t do anything but follow strict genre cues. The system simply won’t let you.

And I find a lot of games really do end up back at finding the media you know to get you started. Even if they’re in a totally unique setting – especially if they are – they come back to “have you ever seen a coen brothers film? It’s like that”. When I was working on the first 40K rpg we had an in-house brief that went: “it’s the A Team fighting Cthulhu in Star Wars”. Obviously we can’t always put these things in our texts; certainly not on our branding. But if we keep doing this, we should recognise how vital it is. How it’s the core of what we’re doing and so it should be core to the rules we write. The only reason D&D appears not to need this is it invented its own genre and rewrote pop culture around that.

Maybe im wrong though. Maybe nobody else needs this but me. Maybe everyone got world of darkness fine. Or maybe they’d seen a bunch of vampire movies to give them context. And maybe it’s about time we admitted this and put it front and centre in our designs.

Let me know your thoughts. You know, like in the movies where everyone responds to a viral post.

Whither Railroad? How Do We Actually Build Narrative in GMed TTRPGs

Since the very beginning of TTRPGs there’s really only been one question that matters – at least to me. One point of difficulty, one point of tension: how do we build narrative in a game, especially one where we can do anything?

feels rude that the humble railroad be blamed for everything bad in RPGs

Don’t get me wrong, sometimes the answer is “we don’t”. We don’t want to and we’re not expecting to. But clearly that ship has sailed for a lot of people. It’s certainly not how D&D markets itself. Another answer is “exegesis”, as in we let random shit happen and build a story in our heads later that makes it make more sense as a logical progression and with narrative payoff. This is often done during the game as well – “You crushed your perception check? Well I guess this random goblin DOES know the way to the mines, because that makes it more satisfying”. As humans, we kind of do this instinctively, to everything in our lives so it’s natural for us to do it to games, even when they are completely random.

Another answer we’ve had is “eh, whatever, I don’t run pregenerated scenarios”. That I have always felt is not a good answer. Neither is “I do run them, but I completely change them.” People buy these products, especially now (Strahd was huge!) and I used to only be able to run games I had adventures for (and it’s still really the only thing I find interesting as a GM). Often there is a self-fulfilling prophecy at work here: people say they don’t want these product because they are always bad, so they don’t buy them, so the products have no incentive to get better. Yet when they are good, in the past, people flock to them – The Enemy Within, Murder on the Orient Express, Fly to Heaven, these things are legends. Or they were, I think that ship has perhaps also sailed. The rise of the indie scene and the absolute conquest of D&D has meant there’s less and less money in the centre for mainstream products that aren’t D&D, so there’s no “experimental” campaigns any more. Indie designers, so far, have decided not to care much about this idea, or approach it in a different way. Which is interesting, too.

(The indie/old school revived scene has also sort of kicked off “West Marches” as a term, but I’ll come back to that.)

Another answer that I don’t think is useful is “play zero prep games” or “learn to run with zero prep”. One big reason this isn’t useful is it is usually delivered with a degree of smugness as if as soon as the GM learns this One Weird Trick they will stop living in the stone age and, scales falling from their eyes, discover they never needed to prep at all. There are a few problems with this beyond tone. One is that a lot of “zero prep” things aren’t entirely zero-prep, because they kind of expect some prep to be effectively zero (for example, reading the game/source material, or reading and learning how to do the zero prep in the first place). Another is that it only works for certain games, certain play styles and certain GM styles.

And as I say I think that’s actually the question that matters – what do we want in an unfolding narrative and how do we get it, and how do we use both a human moderator to get it and a pre-written story to get it? I actually think computer games are way ahead of TTRPGs when it comes to that latter element, because not having a human moderator they actually set out to solve this problem. In some cases, sure, the computer players have just learned to go along with the fact that the story will be clunky, or with railroading (the cutscenes don’t change no matter what you did in the play scenes, or you just go from story check point to story checkpoint) but in many cases there have been incredible leaps in storytelling both in terms of nudging into narrative and exegesis narrative. I’m not up to date in this field at all but in my own experience the Monkey Island games for example, were full of puzzles that didn’t block exploration and gave a sense of telling a great story, and the way that Gone Home used a few locked doors to make the story happen in a strong sequence of reveals while still using puzzles to make it feel like a game was extraordinary.

But are we applying this new learning to writing TTRPG written adventures? Not really, I fear, because of all the above. Some might say we shouldn’t because of all the above or because we have that human brain to do it for us. But that latter one ignores the question of HOW our brains do it. Because in the end we do it a lot like the computer games do it, which is to say we have two basic concepts of story construction (leaving aside purely random or mechanical outcomes that are recontextualized post-facto):

  • Area based, which is to say that if players go to a certain location in space in the world, the GM/adventure/prep has decided/decides what is there and what the players find out
  • Consequence based, which is to say the adventure is structured as a series of if/then logic gates. These gates can be incredibly complex, but in essence they are “if the PCs do this kind of thing, this kind of thing happens”.

In most cases, we tend to use both at once, I think. If players don’t go to a place for a long time, something might happen because of that, or if they go there instead of somewhere else, that’s a consequence choice.

I am avoiding the terms “railroad” and “sandbox” here because I find people actually disagree on what they mean. Some consider the classic D&D dungeon crawl a railroad, because the players can’t really leave. They have to progress through rooms, and find the big bad. On the other hand, others would call that sandbox because they can go to any room they want, in any order, no matter what. And in that case, a railroad feel stronger to those players, it feels like no choice at all. And I think we should avoid jargon as much as we can because people use the same words to mean different things all the time, or to attach bad or good feelings to them that aren’t part of it.

Definition drift and terms being altered or misunderstood is something that happens in every field but it seems very strong in TTRPGs. I think this is because we don’t have the kind of language base we need to talk about this, and as a result language always seems to swiftly become a form of attack. What you described on this forum or blog is bad, evil, wrong roleplaying/GMing, or what system X wrote is revolutionary brand new roleplaying. See above about how we treat zero prep like it is this great salvation – and how that makes us feel judged and devalued, too. And this vagueness I think is why people feel uncomfortable with the idea of actual plays and paid GMs – we haven’t actually worked out what good GMing really IS, so it feels rude to say mine or yours isn’t worth watching or worth paying for…

Speaking of definition drift, because I’ve been talking about this online for …. (thinks in head) thirty years, I invented some of the popular terms for it. I invented Pixelbitching, which was a word for when there’s one specific thing a GM wants you to do, but to preserve a sense of player agency, there are no massive context clues which thing that might be. Don’t look for the secret door in room 12? You’ll leave the dungeon thinking there was nothing there. That might be fine in a very “sandboxy” campaign, but it can be devastating to enjoyment if you want some sort of sense of where the GM might have put some things to interact with or if it is used to penalize you for “playing wrong”. I’ve played far too many convention scenarios where at the end the GM has gone “oh you know how you felt like you had no direction? that’s because you didn’t talk to NPC X” or “the reason the monster killed you all at the end is because you didn’t talk to NPC X who had all the clues”.

To counter this, I always said that I tended to figure out what I want the players to know (and indeed, sometimes the cool things that I think they might do) and put them wherever the players go or with whomever they might talk to. This was then labelled Illusionism, and has become to be now very taboo, with a lot of extra things attached to it. And it also has problems: if the plot is everywhere the PCs go, then the players can just go “we talk to the first person we meet”. That sounds unreasonable and it is, but a close equivalent is “I roll Gather Information to see who to talk to – because my character would know.” It is a golden rule that you should not expect your players to be as smart or as charismatic as their characters…but it is also a golden rule that “I roll my Smarts to figure out how to solve this adventure” is no fun.

To me what I conclude from this, overall, is that RPGs are actually a kind of agreed upon pretence. The players agree to pretend as if they are not in a story, and are acting only for their characters survival and viewing everything as if it is natural and real to them, but will of course do no such thing when they see opportunities for great plot hooks and dramatic things to do. Meanwhile the GM pretends that everything the players do is a free choice and they are merely reacting as the universe might, while doing no such thing when they see opportunities for great plot hooks and dramatic scenes to build. The exceptions are prompt games like The Score or games that are specifically about creating narrative elements like Hillfolk or Smallville, although even then we enter the stance of “now I’m playing my character who doesn’t know that we just had a Dramatic Conflict, and doesn’t know they live in a soap opera”. And let’s be clear, I don’t think there’s anything wrong with this. We’ve all seen horrible writing where the characters are too genre savvy or they seem saved entirely by plot armor; we’ve also all seen films where we know that the hero will win but we understand he cannot act as if knows that, and our feeling of suspense is not undercut by our knowledge that it will all turn out alright. The lie is built into fiction, so there’s no problem with it being built into RPGs.

But even if we all agree on this, we still have a question of “how do we decide what happens”. My friend is of an improv school and one time a player had an idea and I could see how he completely rejigged a scene so the player idea would be super useful. As he explained, in improv they are taught to follow what others say. But I’ve seen other GMs go “look no I already said he was too far away, that idea won’t work,” or “you don’t have that skill” or “you’ll need to roll really well”. It’s not “wrong” or “blocking” to give weight to established in world-truths, or to make it feel hard for the players. I’ve had a player once blame me for their character dying because I knew their character was at the back of the line and I had skaven attack with poison, and I honestly had just chosen how skaven do things and let the dice decide – it was nothing personal. Meanwhile I’ve also run games where to me, the players had zero choice about really anything. My notes were: players arrive at the hospital, they encounter weird stuff, they get clues XYZ, the patient tries to kill himself, they stop him, they convince the ghost to leave”. And it all happened just like I said, around all the dramatic events I listed. The players at the end said they felt like they had more agency and control than in most adventures they played, and they had all the choices in the world.

One of my rules of RPG Theory is that often the actual play events visible to the outsider are identical regardless of what theory or style of play or GMing you’re using. In practice, that is, even the players at the table cannot tell how the GM is making their decisions. Nor can the GM tell of the players. Thus a GM railroading a dungeon crawl and some virtuoso improv god building a wide open sandbox might actually appear identical to everyone involved. That said, the players and GMs still have to make decisions internally. And that is going to involve either a if/then thought or a what’s over there thought. It’s also going to involve (as so many theorists have come to conclude) what kind of thing matters more: a really cool dramatic/narrative structure, the power of an experience being curated for the players and the needs of the players right now, the story the GM wants to tell, the truth of what the PCs can do and what the rules say about that, the truth of the dice rolls, the truth of the world and the coherence of the setting. And there’s how much we want to control for those values, so that the ones we want come through and the others don’t. And how hard we hit those things.

I actually have a lot of trouble with this because I just like people so much (and fear conflict so much) I don’t want to hurt them. So eventually my GMing became worthless because I was like “Of course you can kill the dragon and be king – you’re awesome! Don’t even roll!” or I collapsed into the opposite and started blocking and pixelbitching. And so I keep asking questions and trying to get into what people really think. And it starts by I think stepping away from railroad and sandbox because nobody really actually knows what you mean. They have too much emotion tied to them and too little definition. Let’s try instead to go “what are the goals here” (eg to feel like we are heroes of a story) and how much are we pretending those aren’t the goals in order to achieve the other goals (eg pretending we’re not the heroes of the story, as all fictional characters must)? So far I’ve found GMs have an enormous difficulty trying to actually explain these things out loud. They just “know”. And I think we also kind of just know when it’s done poorly.

But if we can find actual words, without prejudgement and without vanishing up our own asses, or trying to force everything into categories, maybe we can go from that to figuring out good ways to put those things into prewritten scenarios, and make those interesting as hell. Even if we admit that in executing them, it is also important to have a human brain, who can adjust when things don’t work perfectly. That’s why every escape room has a radio or a telephone: because everyone who knows anything about games knows that you can’t just set things up and expect every game to work for every group to produce the perfect outcome of fun every single time. But admitting that a human brain is needed doesn’t stop escape room design from being a fine art, and the same goes for scenario design.

I mean I’ve only been saying that for 30 years….this time, Rocky, for sure.

The Atomic RPG Action

Here’s a thing I’ve been thinking about it recently. It comes up a lot when we play The Score but it also sneaks into other RPGs all the time – and I think we probably find ways to do this kind of thing more than we might imagine, but it’s not written down in any rulebooks. And pretty much the entire history of RPGs is thinking of things people are actually doing and turning them into written rules.

First, let’s do an example, and I’ll do Star Wars again because I’m old. Luke wakes up to find his new droid has wandered off into the desert. He goes looking for it, and finds signs of sandpeople. He pulls back to see if he can see them from a distance, and they – having set a trap – ambush him and knock him out. He is saved at the last moment by the appearance of a strange figure using crazy mind powers, who is luckily, a person Luke has been thinking about.

Atomic comes from the Greek a-tmos, a as in not and tmos as in cuttable. Something you can’t cut divide any further..

As a writer, here’s how you might think about this scene: you want to establish some character beats. Luke isn’t as tough as he thinks he is. Obi-Wan has mysterious powers. We can show that by having a nice moment of “plot zig zag” – Luke finds the droid is gone (oh no), Luke finds the droid (hooray), Luke sees sand people (suspense), Luke is attacked (surprise), Luke is saved (hooray). You would write this all as one scene, and the chief purpose of the scene would be to get the two characters together in an interesting way, and establish some character and world building.

Obviously there isn’t and can’t always be a parallel between non-participatory storytelling and participatory storytelling, but here’s how this might look in an RPG: Luke would make a roll to see if he can find R2D2s trail. He succeeds! Then the GM has him roll perception to notice the sand people. He succeeds! He decides he will hide. The GM decides (somehow) that the sand people are setting up a trap so gives Luke some rolls to see if he can figure this out, like say Local Knowledge and Perception. Fail, and fail. Okay, Luke, give me a dodge roll. Fail? Okay they knock you out. But … I guess an old wizard comes along and stops them from eating you? Luke’s player will spend a point on his I Know This Guy stat to say this is an old mountain hermit he’s met a few times.

And at this point someone might go – and it might be the GM, and it might be in secret, or it might not – “oh, can that be the person my character, Princess Leia, was trying to find?”. And that’s the kind of thing I’m talking about. It’s a lot like retro-active continuity but done in the act of creation. It makes sense that this thing that we’ve already decided happened and that thing we’ve already decided happened are linked. Perhaps causally or through an heretofore unestablished connection. And like I say, I think we do this all the time.

So often when I’m generating random stuff from tables, I’m putting two or three things together so that they are linked like this. Which has got me pondering: is there a way to make this an explicit mechanic? In The Score I’ve been toying with the idea of drawing two cards at once, so that you can explain the failure of the first by the arrival of the second, or resolve the failure of the first with the success of the second. However particularly since the game is all about drawing cards, it tends to work better at the table if everything is atomic. And that’s when it hit me: almost everything we do in TTRPGs is atomic like this. The example above was something you might call a scene but each roll stood on its own. The GM might have prepared several ways the encounter might have gone, and seen that as a cohesive whole but each roll was “what happens now, at this point” with Luke rolling to see if he gets a yes or a no or a sort of outcome. The story branches around these atomic choices. And that’s fine…

…but if you were writing this scene, you’d write this at the very least as a one-two punch. First this, then that. Luke takes a hit, gets rescued. You’d get the two things at the same time.

There are some systems that can work like this. You could do a scene-based resolution where say, Luke’s trying to “find R2D2” and he gets a yes but, and the player decides that he gets ambushed then saved. In this case though the test is still a kind of an atomic thing – a yes no maybe of “does this happen”. And if you go out to this step, the scene with Obi-Wan is connected to Luke not being at home when the stormtroopers arrive and to Luke finding Obi-Wan and getting some of his backstory.

Alternatively you could have a tug-of-war style system (like in Dogs in the Vineyard or Cortex) where the GM is playing “planetary threats” and there’s a back and forth wagering until finally Luke wins but with a sacrifice (he takes a wound, say). This does get to the idea that we build in connections and outcomes but it does still feel like we’re trying to solve a singular situation. We have a procedural scene: Luke wants to achieve an outcome and rolls to determine if he does. And certainly we can start with that idea and bring in what I’m talking about, because “solving a problem” is a pretty standard core RPG mechanic.

But what I’d like to see is something that steps outside the atomic. Imagine a situation where every roll in an RPG is always two rolls, in the sense of we’re getting two ideas we want to link together. This isn’t the same thing as rolls that produce lots of information, like in the Genesys system, because that still feels to me sealed inside the atomic concept. Although again, that’s probably a good way to come at this problem – it might be that we’ve solved this issue already, with this idea. But I’m curious about what else we might do. Another way to think about this is systems where everyone rolls their initiative at the start of the round so you know that when you finish your action, who is coming next. Similarly the Balsera Initiative system where you decide who goes next is going to prompt into this area as well. What we want is for players to think about connections, and what just happened and what’s about to happen is a start.

But what if whenever Bob the Fighter wants to do X we get Eric the cleric to roll for whatever they are doing next? Of course you’ll say they don’t know what they’re doing next, but we often DO have some idea. Maybe Bob is trying to bust down the door and Eric the Cleric is going to blast some spells. Roll both. Then explain and describe the whole thing when you know all the things coming into the scene. In this case there’s basically four outcomes, but they’re all kind of interesting. Can Bob fail to get the door down but Eric look badass when casting spells? Maybe. If I was writing that scene, I’d have Bob hit the door, hurt himself, have a comedy beat and then a skeleton shoot out of the door a second later and getting blasted. Or maybe the door opens but Bob goes sliding in, looks up and sees a skeleton about to kill him – and then Eric saves his life. If Bob wins and Eric wins, then it’s a moment of two comrades acting in perfect synchronicity. If Bob wins and Eric fails then Bob slams open the door only for the skeleton to shoot past him and Eric’s faith to fail. If they both fail…the skeleton kicks the door open, knocks Bob down and Eric fails to get his holy symbol up.

Of course all of those situations can be achieved with atomic rolls but I hope you can see how starting with lots of information coming into something BEFORE we interpret the roll, we can get different results. And that currently, we mostly do RPGs where each player makes an atomic choice and gets a singular answer back from the system before we move on. And there’s probably a whole other series of things we could be doing that aren’t atomic like this. Games naturally teach us to take turns and keeping things atomic does mean that each player feels independent and in control. Turns, in other words, make sense. But they’re not the only way to play. We don’t take turns in tug of war – we all come in at once.

I do not have the answers here. I only have this question, this start of an idea. I’m putting it here because I want to see someone take it somewhere. Because that’s what I’m talking about – collaboration. Collaboration, like narrative, is rarely atomic. Let’s see where we can go, not just one step at a time, on our own.