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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