As I’ve talked about on here before, one of the reasons I love MegaDumbCast is that as well as being funny and sticking it to bad, bad games, Kris is one of the rarest things in TTRPGs: a critic. Not someone who is negative, but someone who plumbs the depths and complexities of what makes an RPG good or bad.
I have a saying that goes “it’s always 1978 in TTRPGs” because there’s not really an evolving body of design thought. Partly this is because most people come into the hobby through D&D or something like it, and D&D hasn’t meaningfully changed since 1978, so they’re always reacting to the same thing. Part of this is because RPGs aren’t games, exactly: they are more like toolkits for making games. A lot of how and what and why you play depends on the people you’re playing with and the way you all agree an RPG should be played, which often isn’t in the book at all; and a lot of the activities you do in RPGs isn’t part of the rulebook or written down either, but things you do around, beside and outside those rules. It’s not entirely unlike how poker is barely about cards and almost all about bluffing, and/or having a beer with your buddies, or how bridge is more about bidding than play, or how Twister is about touching that other teenager you like in a socially acceptable way. You can’t critique something that exists beyond the text, because it’s not in the text.
That doesn’t mean we don’t have a lot of people writing about RPGs but for the most part the way that RPG ideas get attention is through games that become popular. RPGs then has few critics and many auteurs: artists that put forth a singular vision of what they think RPGs should be – which is then often copied poorly because the auteur doesn’t really explain the nuts and bolts of that, just tries to show through example. Kris isn’t that, and thank god for it, and it’s why he stands out so much.
John Wick is – was, I guess, since like so many he burned out on the low wages and went back to computer games – one such auteur. Not to be confused with the endlessly popular Keanu Reeves character, Wick designed games like Legends of the Five Rings and 7th Sea, which were pretty decent. He also insisted on being what we might now call Extremely Online in the first decade of the internet, where he decided to take the personality of someone who Knew Better Than You. (Something I have, at times, also tried on, I know.) He challenged the nerds and haters, and was occasionally right, but he also picked fights and acted like everyone online was by default an idiot, which meant you couldn’t have a conversation with him. It is of course human nature that if one is oft-criticised one rebuffs that by assuming the stance of the enfant terrible who delights in poking the bear. But too much of that and you end up assuming everyone is the bear, and you stop being able to read the room.
Not this guy
When D&D 3 came out, John went on an epic rant against it, with most of his complaints being ones that didn’t really resonate with most gamers. Specifically, he approached D&D as if it were a machine to create fantasy stories. He suggested a bunch of potentially appropriate fantasy archetypes and found that, lo and behold, he couldn’t make those things at first level, or at all. That was maybe 2001 or 2002. Now here we are in 2025, and Kris is making the same points in this weeks’ episodes.
I think this is interesting because I imagine that Kris is not going to be raked over the coals for this stance, whereas John definitely was. So I’m pouring one out for John for facing the opprobrium of gamers all those years ago.
The larger point, of course, is that this idea isn’t a neutral one. It may not even be how most people, over time, have approached D&D, or indeed any RPGs. It’s certainly not an assumption Gygax and Arneson ever had. In fact, Gygax explicitly says in AD&D first ed that the game is not intended to simulate anything, let alone fantasy fiction. Of course, intent isn’t the only thing that matters, and gamers quickly changed what RPGs were. But this isn’t just Gygax’s opinion. There are endless computer games and quite a lot of board games that claim to be RPGs and are mostly about tactical skirmish combat and exploring terrain, I have many on my shelf. Kris talks about how D&D is confusing because it seems to be full of all these rules that sound like it’s a boardgame about combat and doesn’t have any in-world referrents or talk about the story or fiction much, but it’s important to point out that for a large portion of RPG players, it doesn’t make sense to talk about those things because an RPG is a game designed around combat and moving through planned or semi-random environments.
This doesn’t mean Kris is wrong, of course, or that it’s unreasonable to ask these things of D&D. It does however return me to my central thesis: that trying to fix D&D is like trying to graft arms and legs to a hamburger. Although it lucked into being this weird hobby that sews improv theatre, shared story creation, tactical combat, socialisation and character/world simulation into one distorted – but compelling – frankenstein, it wasn’t built to be most of those things and we keep acting like it is. Indeed, it markets itself as being all these things. Just as a lot of people play and learn RPGs primarily as an oral tradition, past down from one group to another and that has large elements that exist beyond the rules and text, people have also come I think to think of RPGs as an idea that exists beyond what they claim to be. We know, in other words, that the image and the marketing is kind of a lie, that (at least for D&D and things like it) we’re inherently being sold a furphy when we’re told it’s a path to unlock epic adventure storytelling, and we will just pretend not to notice. We expect them to lie and forgive them for it, and we in turn accept that we’re getting handed a messy toolkit that we have to work at to turn into something we know will likely rarely fulfill any of those claims, but it will let us roll a lot of damage dice and kill that stupid orc.
Fig leafs are not inherently a bad thing, as long as everyone knows there’s a fig leaf. But I think it’s possible for people to buy an RPG and discover they’ve been sold a lie; doubly so if they buy D&D and things like it. And to look around and wonder why everyone else is happy with pretending so much, and wishing so hard. And I think this is also why it’s always 1978, because inevitably these people go “well, there has to be a better way”, and try to make something better.
Slowly we’re making gains, yes. But with D&D swallowing so many, and it still being how so many other games operate, it makes me wonder if we should stop pretending so much.
I’ve never been able to run TTRPGs AND come up with adventures for them very much. So I can only play ones that have adventures. And most adventures tend to range from average to terrible, because adventure design is the Hard Problem of narrative game design, that nobody wants to really tackle – and because they’re often bad, or run poorly, they get a poor reputation, so even though there’s actually a lot of demand for them they tend to be the red-headed stepchild of the artform. And so I am always blogging about them. Despite that, this list came out with ten adventures that “changed history” which is a dumb claim and was it written by AI? Maybe?
Entries on that list they got right:
Dracula Dossier. I haven’t read it, but it’s such a strong strong hook and it uses a prop so well: your players can get the annotated copy of Dracula and read it for its notations just like their characters would. Props are king.
The Pendragon Campaign. I also haven’t read it, but it seems to be the granddaddy for anyone who comes near it. It changes lives.
Complete Masks. Hard to run but I own it for a reason. Cthulhu scenarios were always the big fish and these are all first class examples of that field, top of the line. The Haunting and the one about the Ritual are also amazing, and are right there in the corebook (which used to be a thing!)
Shackled City. One of the many reasons why Pathfinder was good was it built a setting where lots of D&D tropes make sense and have a sense of place, and then they also went and made adventures that did the same thing.
Temple of the Frog God. I mean, it did invent the form, so sure. It goes on the list.
Entries on that list they got wrong:
Against the Giants and Temple of Elemental Evil. Yes they were a series, but so were lots of things at the same time. Giants is half-decent. Elemental Evil is one of those crawls that mistakes more content for better. It’s a drudge.
Ravenloft. Ravenloft was important. Yes. It forced D&D players to play Call of Cthulhu for five seconds. But it is terrible. It is so badly written and so uninteresting. And it’s main gimmick is a virtually unkillable NPC who can teleport anywhere. I think if you work hard, there’s an interesting kind of idea here (this guy is unkillable and watching us, how can we move across the landscape and figure out how to kill him) but it would take until Curse of Strahd to make it remotely playable, and even it is dull.
Dark Sun. Dark Sun tried to let players influence the meta-plot, but other things were trying this as well, and nobody actually cared.
Things that should have been on that list, or my other ten:
Ghostbusters adventures. The first adventures that didn’t just list content but the PURPOSE of content, and how to deliver content to create the right kind of reactions. First class.
Into The Outdoors With Gun And Camera, for Paranoia. Just acres of toys. Amazing. There were a dozen incredible set pieces in this adventure – by which I mean big open spaces filled with toys to generate comedy – each more glorious than the last. The unmarked console display is the best.
The Enemy Within, for Warhammer. Teaches you the world bit by bit. Builds up from a roadside encounter to the end of the world. The city intrigue of Power Behind the Throne is phenomenal.
Rough Night at the Three Feathers, also for Warhammer. Understands that farce is perfectly at home in TTRPGs, and may be the only thing ever to get that and use that.
Fly to Heaven (and friends). Still regarded in hushed tones, this scenario crams everyone into a plane being hijacked and it is claustrophobic and brilliant, and the other stuff in the book I hear is also strong.
Tribe 8’s Metaplot. Lots and lots of games did big honking metaplots in the 90s and noughties, but nobody did it as well as Tribe 8. They made sure that the metaplot, though featuring some big NPCs, is always centered on the PCs. They are the only ones who can uncover the truth and lead the 8th tribe. The setting is built around them. Plus, in 2nd ed they laid all the secrets out.
Lady Blackbird. A lot of weirdos decided that this game wasn’t an adventure but it is. And it has a system attached to it. We should have done a lot more of that. I think instead we folded adventures into indie RPGs that tell one kind of story.
Shadow of the Demon Lord (various). The demon lord can destroy the world in many different ways, and there’s a bunch of great adventures that walk you step by step into the end of the world, in eleven scenarios. Just like Tribe 8 puts the PCs at the centre, this world demands big plot events because it starts with CRAZY BAD STUFF happening.
Castle Amber. I admire it for its ambition. It attempts to take a weird trippy gothic novel about French assholes and SQUISH IT into a D&D adventure, and as a result it leans in hard to the bonkers Alice-in-Wonderland vibe that D&D has. Also, it invented the save bubble.
Five Days to Kill. This adventure for 3E by John Tynes was the first time somebody worked out that the way to make D&D work was to recast it as Tom Clancy superspy stuff. D&D got dramatically better as a result.
(Note: it turns out Substack is boosting nazi profiles and trying to drive culture wars for money so I’m back here, blogging away)
As someone with autism and a whole host of mental illnesses, I often feel as if the world is not made for me, that I will not and do not belong and never will. Over time I’ve learned to draw some power from that, and also lessen my belief in the totality of it. Still, when I find something that seems made especially for me, I am often overjoyed – and bewildered. Such is the case with the MegaDumbCast, a creation of the brilliant Kris Newton.
I first stumbled unto the wonder of this podcast when a friend reached out to me to see if I wanted to be interviewed about my autism. The podcast, you see, began as a way to make fun of Palladium Games and their epic badness, a sort of MST3K walk-through of the worst dregs of published TTRPGs of the 1980s and 1990s. Back then, it was common for some games to turn mental illnesses, neurodiversity and even less-than-mainstream qualities into flaws and/or powers, often intersecting with random tables. One could, for example, see too many zombies and as a result become homosexual, or terrified of clowns. Palladium’s version of Call-of-Cthulhu horror investigation was Beyond the Supernatural and it was happy to use the then popular trope of the Magical Autist. This was a VERY popular and stylish trope of the 1990s, especially after Rain Man won oscars, appearing in many TV shows and they even made a Bruce Willis movie about it. With the first two series of MegaDumbCast covering Ninjas and Superspies and Heroes Unlimited, series three covered Beyond the Supernatural and I was happy to take part and point out that the guy in Rain Man doesn’t even have autism.
In return, Kris healed my soul with comedy genius.
It’s possibly hard to explain what it was like to be nerd in the 1980s, and how absolutely arcane and demented most ttrpgs were on top of that. Designers were still figuring out what rpgs were (really, they still are) and had no idea what to include and why, and often their guesses were absolutely insane. And few books were as gloriously insane as Palladium Books. They served a particular kind of roleplaying which has (oddly) mostly fallen by the wayside nowadays, where everything is really about finding some insane combo to make you an untouchable godlike badass, and the GM’s role is to hit you as hard as you can until you man up and find those combos. But even that wasn’t presented coherently. Poor baffled gamers around the world had no idea why Kevin Siembieda simply cut and pasted his table of medieval weaponry from Palladium Fantasy into every other game he published (or rather why his long-suffering and hardworking wife Marianne did for him), or why it cost only $100 to buy one of those FBI lockpick guns which would make every GM plot swiftly solveable because doors couldn’t be locked, or why anyone would buy a dagger that only did 1d4 damage when it was cheaper to buy an Ingram submachine gun that did 4d6. I think a lot of game designers were born in this era because the games were not complete or coherent and you had to first build a useable game first, before you could even show it to others. And that experience, of being hunched over these amazing, arcane tomes, that you could only get from one store in the very centre of the city, that never had all the line so you only ever saw snippets and fragments, and trying to figure out why Kevin Siembieda was obsessed with how much bullets would penetrate bones or why certain superheroes would own a comb but others would not – that experience was not something a lot of people went through. So it feels very special and personal that the first few series of MegaDumbCast was about very much this, through a lens of “now we know better”. It’s like watching Space Mutiny being MST3Ked (or Hawk the Slayer) with people who grew up seeing it in the cinemas. (Being an MST3K fan was also a weird niche experience too, before the internet!)
But things grow. What started out as riffing on Palladium’s mistakes evolved. Kris crashed into the weird moment that White Wolf games were so rich and popular they tried to make a Street Fighter RPG, and along the way Kris also shined a light onto arcade culture. He took a stroll down FASERIP Marvel, which was still very much in the goofy 1980s school of design, when we learnt RPGs from our friend’s older brother, who was also a non-digital Joe Rogan. Then – as I said to him at the time and he mentioned on the podcast later – Kris hit series six and speedran the entirety of the World of Darkness. Much like me, Kris and the RPG hobby Came of Age via the World of Darkness, and Kris started to talk about how he left his restrictive Christian upbringing. As all great art does – and I use the phrase great art without a drop of irony: the show is goofy and ‘dumb’ but it’s really smart and really deep as well – as all great art does, it revealed the artist. Early on, Kris refers to his other podcast, Gameable, as his real podcast, but over time, MDC became the more popular one, and the one both he and I think has more depth and more legs, and the one that the fans responded to. It became a more personal journey, into Kris’ and our pasts, and who we were becoming over the years the podcast ran.
Along the way of all this, Kris has also proved to be not just a historian of tabletop roleplaying, but an incisive critic thereof. Every episode there’s some core nugget of why these things are bad and what is better, and every few episodes I’ll hit a quote that I’ll write down or a concept that I’ll blog about. Like me, Kris gets that there’s something interesting in ttrpgs, even if it’s only interesting to ttrpg nerds, and it’s worth thinking about them and getting them right.
A few weeks ago we found out that series seven would tackled D&D 3rd ed (2000). Now, even though it was only 5 years after Advanced D&D 2e Revised (1995), 3E is quite a different beast than anything that came before it, representing a kind of seismic shift in terms of quality and coherence. It was certainly anything that had been on MegaDumbCast before. In many ways, 3E is a GOOD RPG. It’s not insanely bad like Palladium, or messy like FASERIP, or a bad idea like Streetfighter, or poorly assembled if ambitious like the World of Darkness. I wondered: what could MDC say about such a game? Indeed, would Kris’ insistence on taking our games to task mean he would come for a game I quite enjoyed? Would I find MDC coming for me, and thus find it less funny?
I should not have worried.
The second episode is Kris being angry. Angry that the game isn’t Ninjas and Superspies. The contents is in the right order, alphabetically and numerically. Shit is nailed down and specified. Everyone is credited correctly. Things are done well, and there seems to be nothing to make fun mode. This is “MDC hardmode”, says Kris – the jokes aren’t just writing themselves. 3E, he says, is “beautiful and obscene…because of the mania of (these designers) for creating something perfect”. To the point that Kris starts to wonder if, after all, the megadumbness we found along the way is inside himself, that he was the Kevin Siembieda all along. Or at the very least that he has met his match. This is his White Whale, his kryptonite, his Nemesis: the unriffable RPG. In other words, he is saying what I’m thinking. But also – because he’s really, really smart and really, really understands TTRPG design – he’s pointing out also the deeper problem with 3E and its moment in time, and its precursors and its decendants.
See, that precision comes from a particular kind of mindset, which is that the rules as written are sacred. That what is in the book is not just more important than your homebrew, but acquires a kind of mystique and power. And this idea emerged early in D&D’s history. Although Gygax intended to emulate something like Kriegpsiel where the players would not know the world and react as if they were themselves, stumbling onto strange things, what he ended up making was a world where knowing the rules and the text and the monsters described was the secret code that unlocked how you win. To a certain kind of nerd, this was a spiritual proposition. Just as D&D came out, nerds were sliding into popular culture and being taught, along the way, that they were at once the downtrodden, just as people of colour and women and gay people were, but also that they would inherit the earth, and grow up to control the computer that the jocks had to work on. The 80s told us the nerds would get all the women, soon enough, and in the 1990s, as computer gaming took off and the tech boom began, it seemed to be coming true. By the 2000s, nerd culture had become no longer something that other people laughed at, but still liked to pretend they were outcast martyrs (much like Christian fundamentalists do). And that, and culture around it, was transforming into something that believed this religious proposition: that if you knew enough of the rules, you got to be in charge and you were not just a king, but a philosopher king. You were SPIRITUALLY better than other people. Futurama made a joke that “technically correct is the best kind of correct” and the nerds took this literally.
Which is why they were utterly bamboozled when the humanities came along and insisted that they were sexist creeps. Gamergate could never have really been comicsgate or fantasygate because it needed that sense of Rules As Written precision.
And what’s really bad and really important about all of this, is that the people who really truly believe this? They are now running the world. Neonazi Peter Thiel met neonazi Elon Musk when they were both running D&D at the University of Pennsylvania in the mid-1990s. Musk was a game designer who was known for running a bit off-book. Thiel was more traditional, following the core D&D. They are not isolated examples. I sometimes call them Gygax’s Bastards: children of a dark enlightenment, who think that knowing facts makes them powerful. They are both, interestingly, most likely autistic, as well as having high IQs. A lot like me.
I’ve been pondering a book about this, about how D&D broke the world, about how Rules As Written became a magical thinking that broke nerds and made them into fascist futurists, and how we now live in that world. In lieu of me writing that, I recommend you tune into MegaDumbCast, for this series or any series. D&D3E is Newton’s great challenge, but I think what we’ve seen is he is rising to the occasion, as he and us grow older and understand more of who we are and how we got here. Sure it’s dumb. But it’s dumb on the square – dumb with meaning. Dumb with insight. Dumb with truth.
Strap in. Join me. It’s going to be epic. Like a twentieth level fireball.
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.
I’m slowly reading Unknown Armies 3rd edition. Compared to the average person I know a lot of roleplaying games but since I normally only buy games I’m going to run I never really know much about what’s currently out and popular. I’m generally very behind. Even when i did follow the scene I have never had the time or money or ability to read quickly to follow many games. I used to feel bad about not getting across my field but then I saw Reiner Knizia say that he doesn’t play any games besides his own because he is so busy making his own and I figure if it’s good enough for Doctor K it’s good enough for me.
But then you see UA3 for a low price second hand and you’re like I can take the time to read one of the most famous RPGs by one of the fields luminaries. It was worth it because you always learn a lot reading anything good or even half decent, if you’ve got your learning brain engaged. You get lots of ideas for blogs too.
One thing I spotted in this edition was there’s a bit in the GMing section where it explains something I’d never understood. In UA, when you make a character you list three things that effect your emotions: one that makes you feel rage, one that makes you feel fear and one that makes you feel noble. I was always confused by the last one. It makes sense for characters to have a thing that scares them so they run away from a fight and a thing that makes them want to run into a fight with anger, but I was like “noble? what’s that for?”. Now this might have been in previous editions but regardless here it explained that the noble one was basically a way for players to ask for things that made their characters feel, well, cool I guess, Rage and Noble in particular are “I want this to happen to me”.
Now I’m autistic so maybe that was obvious to everyone, but the name in particular just threw me. I also wasn’t 100% sure that’s what those things were for at all. And it made me think again about this thing where we don’t explain why RPG mechanics exist very often.
Another example: we were talking the other day about how given that the average stat in Apocalypse World is a 0 and you need a 7 to even partially succeed, the game can feel pretty rough at times, since 60% of the time you suffer a consequence (16% for a full success). That’s fine for a harsh post apocalyptic game where everything comes at a price. We did the same thing in Relics: (49/21), but in Relics we explain that the point of this is to drive players to add Memories, and to highlight the theme of desperation. But AW doesn’t explain that it too is a game of terrible choices, and sometimes a lot of Powered By the Apocalypse games don’t get this and copy the mechanics over to a setting not about desperation. I suggested the rules explain the intent, and somebody replied “why though?”
I understand that I think beyond most people, but it struck me as very odd that the very idea of explaining yourself would be odd. But for some reason it is the exception.
I kind of get this in mainstream boardgames. I get this in video games too, because a lot of the mechanics are already invisible. And yes, game designers lie all the time, and part of game design is mind control: we’re forcing you to do things without you knowing we are, and it won’t always work if you know everything going on behind the curtain. But most TTRPG players are keenos who want to dive ever-deeper into mechanics. It is a sound argument, in fact, that TTRPGs aren’t games at all, but toolkits that let GMs (and sometimes players) make a game. We also have a solid tradition of understanding that GMs are going to change rules to suit their table. So it just makes sense to me to explain why rules are the way they are!
Heck, sometimes I’ve seen the worst possible situation: games where the game designer says or implies DO NOT FRICKING CHANGE MY RULES THEY EXIST FOR A REASON, or the community does this, but then doesn’t actually give the reasons. Not to pick on Vincent Baker, but some of his games are quite OPAQUE in tone as well, which makes it worse when they are copied, and worse when people insist that the “correct” experience comes from “correct” play. I’m not accusing anyone of doing this, but I do think a lot of TTRPG designers have the same problem of a lot of GMs: they’re a fan of themselves. And that translates sometimes to keeping our cards hidden. We think we’re goddamn magicians who don’t want to give away the tricks.
Here’s a thing we know: adult learners learn best when they know WHY they are learning something. You might assume that people want to learn games so they can play games, but that’s a dumb assumption. Never assume your audience is motivated to give a fuck about anything, least of all your rules. So it’s in your interest to motivate them by showing them why things are the way they are! Something else we know is that people are smart and they like being treated as smart. If they don’t want to know why something is the way it is, they’ll skip that part. Talk up to your audience. Assume they’re game designers too. Assume they’re smarter than you are. That may be a reason that people don’t want to show the why of mechanics: they might feel it will come across as talking down to the audience. But that’s just a matter of tone: inviting in experts to show your working never feels like talking down.
Here’s one more thing we know: people don’t always get why things are there, and when they don’t get that, they don’t use them or they use them incorrectly. 20 years ago Unknown Armies could have explained that damn mechanic to me and helped a brother out. It also stops assumptions! Some people think “everything on a character sheet is things a player wants to happen in the game” and they design with that in mind. But guess what: NOT EVERYONE PLAYS WITH THAT IN MIND. So if you don’t make that explicit, you’re just going to make a goddamn mess. This points to a larger point: you should not just explain the why of each mechanic, but the why of the whole game. Obviously space can be limited but I think this is why it is really useful for most RPGs to go “Here’s what an RPG is”, because nobody actually agrees on that. Examples of play are also good for this. They show the base assumptions of what a game is and what the goal of and philosophy behind the game is and what the outcome should look like.
(I have a particular beef here about that last part too! I played D&D for years without understanding most of it because I hadn’t seen or read any of the fantasy stuff it was referencing. And there wasn’t really much in the game that explained what it was trying to do, and how it should look! This is why licensed games are a delight – you KNOW what the outcome is supposed to be, and you can tell when you get there. This may of course also be why games are loath to point to examples…it might give away the fact that RPGs rarely behave as advertised…)
The average GM being told that D&D should create Lord of the Rings and finding out it isn’t built to do anything of the sort
Mutants and Masterminds by the great Jeff Kenson has these little sidebars where they explained the WHY of mechanics. Why the designers made them work the way they did, and not something else. There was also sometimes a sense of how to put them into effect if that wasn’t clear. These sections were called “Under the Hood” and they were really useful, especially for a game as complex as M&M. I didn’t really have space to put these things into The Score but Relics goes to great lengths to explain to GMs why the rules are the way they are, so that GMs know what happens if they change them. They know which rules are load-bearing on the experience, or more connected to other things, and should be altered with caution, and which are less important or less connected.
Just talk to people. Explain things. This the neurospicy idea that we should not spend our whole lives speaking in code, hoping others get it. Just explain. A game designer is inherently a teacher, so you should aim to be a good one.