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Posts Tagged ‘theory’

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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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Facilitation Fatigue Part 2 – competing access needs

November 4, 2025

Earlier this year, I wrote about facilitation fatigue – the build up of fatigue of doing coordination around play, not playing itself. Organizing schedules, teaching the game, tracking/cleaning up shared records/notes, etc.

Over in a Discord conversation, people were talking about organizing online files for play, and I was sharing an example of one of my quicksheet documents; 2-6 pages, basic rules overview, links to sub-PDFs of a few pages for each relevant section, etc. and I was about to explain how I got to this point over the course of playing online for years…

Oh. Oh that’s what’s been happening.

When it occurred to me that what I’m doing is developing tools for competing access needs for my groups I play with. (Competing access needs is a term developed in disability movements about when people need different needs that are difficult or impossible to simultaneously meet; consider a person who needs high visibility colors to see things and another person has migraines when they’re exposed to the same thing.)

How the information filters, or not

Some players will see a giant PDF, get intimidated, then read nothing. Some players will see a giant PDF, hyper absorb it all but then fixate on parts not relevant for the campaign we’re running. Sometimes players will miss key parts (“Do this to earn Hero points, this is the key mechanic in this game”). My quicksheet system was basically trying to get everyone aware enough how the game works that we can be firing full cylinders by the 2nd-3rd session and not totally going in too many directions. I’m trying to find a middle ground to get play going, and while it’s totally cool that I’ve developed these tools, it’s also somewhat frustrating that there’s few games I can just go “Here folks read this, let’s play on Friday”.

A place where a middle ground can sometimes be found

And mind you, this is not the same issue as “we don’t actually want to play the same game”, it’s just that so many of my circles are operating on different learning / information access methods that I’ve basically developed a lot of strategies over time to try to help everyone coordinate.

Oof no wonder my ass is tired. LOL. Don’t no one say I don’t love roleplaying, got me out here doing information design work as a hobby.

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Setting and Campaign Magnets

October 7, 2025

I’m looking at old Legend of the Five Rings stuff to do a conversion to Sword Opera, and along the way ?I’m having lots of thoughts about 90s RPG design around settings and broader theory.

Campaign Magnets

A “campaign magnet” is an idea in the setting, designed to inspire people to build a campaign around it. In older 90s RPGs, you’d have these expansive settings with a ton of ideas and dozens of campaign magnets built in.

The strongest part of what these do is they serve as inspirational springboards; they get people hype because they start imagining certain kinds of games and stories that would come of those things. There’s two common pitfalls though. First, the game structure has to support what the magnet offers; if you put something in your setting that sounds like a great mystery to solve, and the mechanics and flow make mysteries uninteresting to play… well. Second, if you have a bunch of these and players are being drawn in different directions; it didn’t make play easier, it made it harder.

It’s helpful if your game includes advice or tools to help a group coordinate and pick their campaign focus together. 90s design pretty much just would throw a few hundred pages of setting at everyone and leave it to the GM to try to corral the ensuing hyperactive cat herd of player desires from there.

To be fair, I think having a good number of campaign magnets isn’t a bad idea, just that channeling it down so the group is hype on the same “conceptual play space” is a key step we just didn’t have back then.

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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.

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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.

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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.

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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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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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