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Archive for the ‘musing’ Category

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How bad do you want it to hurt?

September 11, 2025

There’s intersections going on between games I’m playing in and conversations online in multiple places about RPGs and what level of rawness they bring to the table.

**

We’re playing Primetime Adventures. The characters are fighting memetic entities that are slowly eating people’s memories and existence, a bit of a cross up between Satoshi Kon’s Paprika and Paranoia Agent, and the expanding threat at the end of the Japanese horror movie Pulse. One of my players, her character has a girlfriend, she fails a key conflict but I get the narration. She’s sure her girlfriend is going to die, but that was never a stake I wanted on the table – separated for a while, yes, dead, no.

I hear the relief in the player’s voice; she had already started sliding into grief stacked on top of a life of real world stresses where even her imaginary happiness was getting ripped away. This is Primetime Adventures; we already had set general genre expectations as part of play, I wasn’t going to do the brutally tragic outcome, but she’s been through in real life so much she can’t see anything else. Not having the worst possible outcome helped shift a place for her, even in failed outcome.

We play in the ruins of everyone’s mental space in real world battles. The battles never end so if you always wait “for a better time” you just don’t roleplay at all.

**

We’re playing Errant. The characters have during the course of the campaign, wasted quite of bit of lucky goodwill their party has gained with the local authorities, and, along the way, started a faction war with a crime cartel. In one conflict, they manage to mostly trounce the thugs sent their way, but one of them happens to randomly be someone with a bit more sense who sees how powerful these adventurers are, and sues for peace; he’s going to tell his bosses that this is basically pissing off John Wick and not worth the cost. Behind the scenes, I make a couple of rolls; “oh, oh no”. Like many organizations, the competent layer isn’t at the top, and the guys at the top are running on pride and ego. “No one does this to us. They HAVE to pay.” I roll the random event chart. “An NPC dies.”

The party had tried to send their ally, a mercenary captain and her small band of warriors on a boat, to get away from this. Of course the criminal cartel goes for her.

A player, different from before, had this as her best friend. We played through the arc, but, definitely the tenor of play shifted. I think maybe we didn’t expect this level of pain to be in the game.

Big sets of mechanics have a lot going on, and often hide hard hitting outcomes or patterns you might not see right away. It’s the punches you don’t see coming that hit the hardest.

**

We’re playing my friend’s highly modded 5E campaign. It’s not a meat grinder, but many battles are hard fought, but most importantly it’s a game with a lot of powerful factions and our characters with networks of connections; vulnerable, hard to protect connections, getting cut out, one by one.

Another friend is playing his street tough hobgoblin, has found his gang scattered. Among them, a father and his two kids kidnapped and magically experimented on. By the time we get there to save them… well, the kids are altered, the father half digested by some gargantuan monstrosity that has been turned into an alchemical factory. In the moment of crisis, it’s just “get out with whomever you can save” but sessions later, the daughter, says to the hobgoblin, “My father’s dead because you didn’t protect him like you promised, and now you want me to make you feel better about it?!?”

I think he was always angling for a level of tragedy; we’re just not sure where on the dial that was going to be. This is harder than we expected; not game breaking, but again, a tonal shift, one we accept and roll with. (It is, after all, more than what D&D’s rules would give us on it’s own). There is an emotional Sword of Damocles hanging over many of the characters and we know some losses are going to stick.

You also know things matter to the group, there is engagement, if there’s a place where people feel something about it.

Emotional engagement

It’s not always moments of tragedy, but I think they’re the easiest ones to see the engagement of “this matters, but that’s also why it can hurt”. (Golden Sky Stories is a great counterexample of a game that somehow manages to just generate engagement on pure good will). And just as much as I was saying a key thing for Narrativist play is finding a dramatic engagement, the Conflicts that matter, a good system will guide the group both in understanding what to expect, what kinds of Conflicts, what kinds of tone and genre boundaries, and where things should be pushed.

Yes, of course you can do this on your own. No, you don’t need the book to do that for you. However, if your group is still developing a communication mode with each other, if people are going through a lot in real life that maybe isn’t communicated, if people are coming to the table with different expectations; the text having some of that laid out up front can make a lot of that easier. As I often say, half the “problem player” stories are just people who wanted different games and could have been avoided with clarity up front.

Two Dials

Let’s think of two dials.

The first dial is the experience during the game itself – Emotional Stakes to the player. Low/Medium/High. How fraught is the experience.

The second dial is where the game system will take you. Guaranteed happy ending, probable happy ending, possible happy ending, probable tragic ending, guaranteed tragic ending. (“What if the game doesn’t guarantee any outcome? Possible happy ending.”)

You know what the difference is between a Disney movie and a Don Bluth Studios movie? Disney is typically not going further than Low/Medium stakes for a Guaranteed Happy Ending. Don Bluth is going to take you through some shit with High stakes and leave you at the end with a Possible Happy Ending.

Real people making real feelings in unreal worlds

Anyway, your group is real people who have to navigate The Fantastic Respite and the Horizon of the Real, and if the game doesn’t help you figure out where you want to be on that space, you might be sliding into some emotional space you’re not ready for and turn the fun into not fun. It’s one thing if you’re ready to go into the space where you know as a group I Will Not Abandon You is on the table, but if not, you end up with “Why Are We Here?” and “This Isn’t Fun”.

Some of this, is how well a game communicates what it’s bringing to you before you play. It’s why I consider the highly fraught space of All Praise the Hawkmoth King to be perfect in telling you it’s about to be ugly, messy stories of teens making bad choices with supernatural powers, and sex, in an exploitative society (real world, mostly). It’s also why I think the nadir of the spiritual journey in Thirty to be a cheap gotcha and highly distasteful in terms of both the history it touches and dishonest to the players about what kind of emotional experience they’re going to be signing up for.

I’m glad we’ve moved past the point where RPG culture generally pointed to moments of emotional connection being solely “good roleplayers” where system could not touch (instead of, facilitate), but I also think that we’re probably still 10-20 years away from a developed general language about the vast array of possibilities of how that can happen. Not a design language, but as a play culture, in the same way movie or book reviews can give full nuance.

Until then, it’s a bit like feeling our way in the dark and using a lot of workarounds and communications to try not to stumble over each other too much.

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GM Prep – a little like hiking

August 18, 2025

It’s been years since I was last hiking, but something occurred to me. GM Prep is a bit like deciding what you’re taking with you when you go hiking.

If you bring the right stuff, your experience is more comfortable, easier, and you’re ready for problems. If you bring too little, you have to do more work and you might suffer if problems pop up. If you bring too much, you have to do more work and you suffer through the extra labor and maybe some hassle in organizing it and getting around.

If you do the same hikes over and over, you become familiar with what you need given the area and the weather, and you can get closer to the right amount. But you can never 100% always be right; that would require predicting the future.

Your GM prep; if you have the right stuff your experience is comfortable, easier and you’re ready for problems. If you prep too little you have to do more work and you might suffer if problems pop up. If you prep too much, you have to do more work and you suffer through digging through and organizing the prep material and using stuff in play.

If you do the same kind of play over and over, you become familiar with what you need and you can get closer to the right amount. But you can never 100% always be right; that would require predicting the future.

Anyway, while I tend to lean more heavily towards games where improvisation on the spot is easy and prep is less needed, the last couple of years of playing Errant really showed me about the process of “a chunk of prep” and refining how much was needed vs. not needed. The first year of play was a lot of honing that down – thinking about where I felt like I wanted more support in play (and making stuff like random roll charts to help fill in) and places where “Nope we really don’t use that, it was a waste of time” and a lot of “How do I want to organize all this stuff in a way that works best for my brain?”

I understand why a lot of GMs settle into one or two games and just get stuck there, especially if the game does have a lot of prep overhead.

Anyway, take whichever paths you like that get you to the views you want to see. Just know that at whatever point the work becomes more work than fun, you should probably start making changes.

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Ideas are easy

August 10, 2025

I picked up the Vermis fictional game books, and it sparked some ideas about the nature of game design.

I’ll repeat the thread here, since it seems the internet is disappearing things quicker and quicker these days, and in case anyone who follows me here uses a screen reader. Apologies if the pacing seems weird, this was my ideas from several Bluesky posts:

Vermis, Ideas, Design

I finally got the Vermis ‘fake game’ books. These are basically cool art/lore/guides for a fictional videogame that’s very Dark Souls-y in inspiration. What works better than Fromsoft games is that while there is a lore here, the book prefers haunting, poetic ideas > mass lore digging.

It’s like the stuff I love in Paprika or Labyrinth; there’s a weird, surreal world built, and hints of stuff around the corners – your imagination carries the rest. There’s also a very key difference to what these books do vs. videogames, or RPGs….

Like the movies I referenced, a book is a piece of passive media. You CAN’T look around the corners. You CAN’T hack the camera, you can’t tell the GM “I’m going to go look over there”.

The mystery is preserved specifically through the nature of the medium.

I saw these books get hyped around a lot of RPG media space and while they’re deeply inspirational in many ways, I think maybe a lesson that gets missed is that a key part of the draw is what is missing as much as what is there.

The haunting, poetic quality is in what you will never know.

The other thing that is very specific in RPG space to be wary of; the books hint at mechanics but there is no actual, mechanics to play out. Which means the books skip the real part of game design, which means the ideas only need to sound cool, they don’t have to work in play.

Everyone can come up with cool ideas.

But you can probably find many personal experiences and stories from others where the cool ideas didn’t actually go so great in play, either bc they didn’t do enough, or they did too much, or the wrong things, for the play experience you wanted.

The cool idea gets you hyped, but it’s also a trap because it can be easy to become beguiled in the thought the idea is the execution, especially since RPGS are “just your imagination”.

But RPGs are also -communication- as a group, pacing, expectations, etc.

Coordinated imagination. Together.

Anyway, there’s the real struggle in RPG design.

Ideas are easy. Coordinated structure for fun, is hard.

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Fantastic Respite and the Horizon of the Real

July 14, 2025

It’s kinda bad times all around. It’s been bad times for years now, just more now, now. In this kind of times, you want a little escapism, “for a few hours, we were free”, as Sinners put it. But also you want to vent some of the feelings of the real world, too, so it can’t be 100% divorced from our world.

It’s tough. All my friends are going through it to some level.

And I think about this a lot when I put together a campaign, or suggest a game. “How real are we gonna get? Is this too close to something that’s really bad for someone in one of my groups? What’s the right place to aim for, how far or close should be to the bad times, the real times, the here and the now.”

Running into a wall

Years ago I remember some online folks who were first introduced to the idea of playing vulnerable, tough topics decided the thing to do was to emotionally check out while going maximum edgelord. It was a combo of toxic masculinity and online hatebro logic: “If you feel anything about this you’re not strong enough, go harder, go more fucked up.” as if it were some kind of roleplaying school of Jackass.

Be like water, actually

Yes we have safety tools. But if we were to use the analogy of driving; turn signals and road rules are the best tools of prevention, honking, defensive driving, and brakes the second best, and seatbelts, airbags and crumple zones being the tools you never want to have to use – and if we’re talking about groups of people already frazzled and barely making it, they’re “worse drivers” or worse at navigating their situation and needs, not intentionally, but just because already. If you can plan ahead for safety and better play, better to get closer to the goal before we get started.

Even thinking about what you want to do, what you can do, is an energy expenditure when you’re at the edge of getting by.

Cover it, cover it again, and cover it once more

If I want a piece of the real world terribleness, and I throw it through a few rounds of allegory or covering up. Sometimes what people need is a pinata version of the bad thing; they’re still gonna get the catharsis but the cartoon version is easier to deal with when you’re running thin.

These days, though, it feels like it’s gotta get more layers, be further away. Placed on the horizon as it were. You can see it, but you can ignore it a bit, and focus on what’s in front of you. A boundary, a magic circle, a place where you can be in a place where you hold more power than the world burning around you. A place where you can remember who you were always meant to be, and, will be, someday past the time that exists.

Escapism isn’t action, but things that cause you to believe in yourself, each other, and a future? That’s the foundation for action.

Masks on, masks off

When I was much younger, a lot of people around me took a path towards death. They couldn’t see a reason to live, so they kept going on that path until they didn’t. I saw how important it was to find a joy, not a fake joy, but something real, and powerful. That can be in art, a vision, a dream, a game.

Putting the mask on the things that hurt you isn’t unreal, and taking the mask off yourself is as real as it gets. When you see what’s underneath, you might find a real reason to endure and to do what is right, here, now, in the face of it all.

Games are not therapy, games are not spiritual growth, but they are something that can show you something about yourself and life. That’s not a small thing.

I don’t have answers, just a lot of feelings. I hate that roleplaying games have gotten better while everything around us has gotten much worse. I want them to be much better than a fantastic respite where we keep a distant horizon of the real, but here we are.

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The Sphere Grid as your Dungeon

February 28, 2024

Joking around elsewhere, and talking about Final Fantasy X’s “sphere grid”, I had a neat idea for a funky advancement system for your dungeoncrawl game of choice.

Take your dungeon, set it up, and key it up as normal.

Then, for each room, assign some small advancement characters could make (“+3 HP”, “+1 damage”, “+1 to Magic Saves”, “Gain a spell” etc). When the party rests, they can now take whatever XP they’ve earned to buy advancements based on the rooms they’ve explored. (“Wait, the Fountain room unlocks Weapon Mastery? Finally! I’ve been looking to buy that.”)

Naturally this means deeper rooms, tough encounters, and secret rooms should all have better advances attached.

Now, this is a neat idea but not a “guaranteed working” one. Part of what made FFX’s sphere grid very nice was that they really thought hard about how the advances worked, and overlapped (since the characters all started in different corners). You’d be making a whole new advancement set up, potentially having some uneven set ups, and depending on the dungeon layout and shortcuts, some really weird game breaking possibilities too. You’d want a lot of small advancements, so if your default game doesn’t have that, it’d be a lot of work breaking that out, as well.

The thing I think would be most fun for this, is that you could pull out dungeon maps online or use a generator and basically get a very different experience each time.

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