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Archive for the ‘design’ Category

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The Right Nightmares

December 2, 2025

There is a fun space in RPG stuff you can play with; hard enough topics, but not so hard or tough it makes you feel depressed and shitty. One of my friends basically pointed out the fun of it is that you can make “fighting back and winning” against the shitty issues part of the game. It’s really about playing with the right nightmares.

Hurts so good is a narrow target

I think part of the reason there’s been a lot more talk about safety tools in the last decade has been people trying to find ways to navigate to the right nightmares for their particular group. That said, I feel like games that take you 80-90% of the way to a specific set of issues makes it easier for the group to navigate and understand what game they’re playing and then negotiate more specifics.

Framework vs. A Selected Package

So, Sorcerer, is ostensibly designed to do this, but mostly depends on the group having a good amount of genre knowledge to kinda suss out what / where to take things. It’s a framework but you end up with the first hurdle of someone having to fill that in to a level, THEN to use the Lines & Veils the game details or work it out otherwise.

In contrast, games like Praise the Hawkmoth King or Girl Frame bring the issues up front about what it’s doing and what kind of heavy shit to expect from regular play. Granted, I imagine many groups will go “oof too far” but I think having games that just go for it up front starts as the a negotiation space for what ARE the right nightmares for a given group.

Contrasting experiences

So… years back I remember playing briefly in a Sorcerer game and unfortunately I think the actual focus themes were not locked down well and I was also in my early 20s; I vaguely remember playing my character as an edgelord “sacrifice people for magic” type, which… is empty and not particularly interesting.

In contrast, later on, I was playing in a Bliss Stage game and there’s a scene where my character is talking to a good friend and he says something crude about the girl my character has a secretly has a crush on so my character flips out and we get into a fist fight. What was heartbreaking is that basically all of our characters are basically doing what teens in high stress and bad emotional management do, that is not conducive to saving the world from aliens. (Ironically it did increase our Intimacy level since fist fights count as physical contact which was a short term stat gain at the cost of longer term cohesion… aiyah).

The right issues, the right nightmares, aren’t necessarily about how hard you go, but the context of the problems and how we, as a group, have managed to express our characters’ humanity and vulnerability in all of it.

Obviously the rules don’t “make” that happen by themselves, but much like how a bicycle can help you go faster/further in travel, a good system lets you communicate Flags and align in play much faster. A lot of play with older designs when I was growing up always focused on the “right group” but that was just unexamined “Can the group find a way to coordinate where to push/pull in play to hit the right issues for each other?”, also often buried under a lot of bad advice to not openly communicate or consider larger structure or themes (“That’s metagaming!”).

Anyway, I’m very excited about the turn of many games and that folks are doing so much great design in these spaces.

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Character Keeper – Fallen Blades / Endless Stars

November 5, 2025

I set up a Google Sheets set of character sheets with drop down menus for the Mazesword Moves & Guardian Powers. It’s nothing complicated but it should handle the player character sheet side of things.

Anyway, this is a good chance to talk a little bit about online character sheets and VTTs. Generally we’re juggling a few different needs at the same time:

  • Accessibility (electronic)
  • Accessibility (user)
  • Shared Reference
  • Integration to other tools

Accessibility (Electronic) is about what devices can use the tool in question. While conceptually I love the idea of local hosting with Foundry, a couple of my players’ devices will not run it, so we end up using other systems instead. (Playingcards.io and Tableplop are my two most used, though I play in a couple of games on Roll20 as well). It can also be helpful if you might need to access the files from different devices regularly; such as doing some game prep during lunch at work.

Accessibility (User) is about how easy/hard the tool is to use for the people using it. This both about learning to use the tool and the UI of using it. An unfortunate reality is I’ve found many VTTs make running a PbtA harder, not easier, which is ironic given the mechanics (roll 2d6 add a small number) are streamlined for easy in person play.

Shared Reference is about how much a group might need to look at the same information regularly. So, the most obvious case is games with a battlemap and grid combat; the group looking at the placement and positioning is key. That said, I’ve found a lot of games do well with having the “character keeper” standard of trying to put every character on the same sheet or at least just a tab click away. This is where players who are more versed in the game can quickly hop over and look at the character sheets for other players and help guide them in playing the game, tracking their powers/resources, etc.

Integration to Other Tools is the other usual VTT expectation: can I click or change something on a character sheet and get the dice roller or the chat to automate some process. For most, this is “roll to attack” and it does the math for you. I’ve come more and more to the position that this is the least important tool though its the one everyone focuses on – usually the tradeoff is the more convenience in automation, the less convenience there is in setting up something off the standard it’s built for.

I don’t think Google Sheets is “great” for all this, it’s just solidly 2-2.5 star for this kind of stuff, but it’s consistent, easy to access, and allows just enough that it works for most of the games I tend to play.

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Copy Heavy Games

July 4, 2025

Let’s say we’re playing a game, and when you make your character, you pick one of 8 archetypes and that’s the majority of the mechanical choice you make; everything else is like “name, appearance” etc. So the choice part is not deep and complicated, you don’t have to think very hard about multiple systems interacting, or point balance, or anything.

But then, you have to get the archetype mechanics into a playable reference. Maybe you have a printer and you can just print it; great. Maybe you don’t. So then what? Do you hand copy a page of text, or several sentences and sub rules about how abilities work? Do you screenshot the page and track changing parts seperately? Use some program to put editable boxes over parts?

This is what I call a “copy heavy” game; the players or the group are expected to copy large amounts of information over into a more useable format. For in person play, things like PbtA playbooks or pre-printed spell cards for reference have become a regular thing. And this is also probably the number one reason VTTs that have character builders or easy “drag and drop” interfaces for spells or powers are popular; the copy process is simplified.

I think at this point in the hobby, if your game has a “copy heavy” aspect, you should be thinking about designing tools, printable, or online, that can ease that hurdle.

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“Good Enough” Directives

June 13, 2025

Years ago I first started talking about the split between Procedures & Directives in RPG design.

As I’m currently writing up a game for some friends, I realize that some aspects of GMing are very easy for me to articulate – the prep side? Easy. I can draw out the step by step process easily. The moment to moment part of GMing? Ooof. I find myself going to abstractions and broad directives. Of course, it’s not like there’s a “single clear step”, GMing is quite context specific, to your group, the situation at hand, and the moment of play.

Anyway, I’m coming to the place where I’m thinking “good enough” directives laid on top of fairly solid procedure is where I’m going to end up at. It’s a bit like a traditional martial art; your teacher is going to show you a movement or a form and you’re going to practice it and take correction for some time. And then, at some point, it “clicks” and you have it.

You had to do the repetition, try to take what words they could get to formulate what’s going on, feel the shifting of weight, the changing of angles, to feel everything do “the thing”. Then you’re going to have to try to repeat that correct way to make it your default. Then you’re going to have to put it in sparring or very active drills to make it happen in the moment.

If it’s not a procedural thing that can be repeated, exactly, then all you have is the broad advice. “Keep adding seasoning until it’s seasoned” etc.

That said, those directives need to have support from the procedural steps – it can’t be loosey goosey on both ends of it.

Anyway, after I get playtesting with my friends, then it’ll be the “hey can you run it?” and see how other folks feel about what’s there. You’d think after 20 years of writing about RPGs and GMing I’d have it down. Oh well.

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“Always On” Rules

April 12, 2025

When folks play any kind of RPG that isn’t raw freeform, there’s a mode-shift that happens depending on what subset of mechanics you jump into. “Oh, now I’m doing a skill test” “Oh, now I’m using the magic rules” etc. You kind of go into procedure/process mode when you do this.

Your brain doesn’t have all of the rules in “immediate use” storage, it has maybe, the equivalent of a browser tab or app icon, which when you switch modes, opens it up. You could think of how many things you have open and visible on your computer screen as an equivalent.

So, one of the things I’ve realized is that if you have some rules in your game that aren’t tied as a specific step to these sub-processes, people forget to use them, until they’ve gained quite a bit of system fluency, and sometimes not even then.

  • Confessional rules in Inspectres
  • Help/FORKed skill rules in Burning Wheel
  • Fanmail for Primetime Adventures
  • Inspiration from D&D 5E

These types of things are “always on”, as in, you can call on them anytime, but by being always on, they’re easy to slide out of your memory because there’s no one step that prompts you to consider them.

Now, there is a tool that can help; a physical prompt/cue. You can put the rule or resource on the character sheet in a special box that is prominent to remind people. You can have physical tokens on the table that everyone can see (“Oh wait I should pass out some Fanmail for that”). You can give people cards to play during the game.

If something is “always on” it should probably also be nearly “always visible”.

I’ve often seen people veer away from these types of mechanics but not be able to articulate what the issue is, which makes sense because nearly all of the mechanics are usually dead simple (“If I help you, I give you an extra die”). It’s less the complexity of the steps and more the hurdle of keeping something ready in the back of your head at all times.

A lot of our game design in RPG space is about attention, communication and information flow, without quite the same benefits that say, boardgames or card games get where the use of physical cues is primary. It’s about attention and memory, which is partly why a lot of education and communication tools end up being super useful for design and play.

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