Quick note up front: I wrote this as last month’s Patreon-first post, so it’s ready to be unlocked for the public this month. I’m holding off on producing new pieces until we’ve had a good stretch of time to hear from black creators, black designers, black artists, and black players. I’m sure you’ve read and heard this a lot lately, but black lives really do matter, even if you’ve never met a black person. (And if you haven’t, wtf, it’s the 21st century.) “Injustice anywhere is a threat to justice everywhere,” as the reverend famously wrote, sitting in a jail cell. Fighting injustice is a moral imperative because our lives are interconnected. How is this controversial?
On to the post!
Been thinking about this one a while. I have the sense that the word authority has a bunch of baggage attached to it that is IMO unnecessary. It’s unnecessary because hardly anyone talks about credibility, authority’s more attractive sibling. Thing is, roleplaying needs both (and they reveal a third).
Let’s Define Terms (Oh Boy!)
My least favorite part of talking about games but in this case I think it’s necessary. I’m gonna do my level best to keep this in the realm of natural, normal English and not jargon.
Authority has a couple interesting definitions if you Google it:
1) the power or right to give orders, make decisions, and enforce obedience; and
2) a person or organization having power or control in a particular, typically political or administrative, sphere.
That second one seems more game-applicable, but the verbs buried in both are where the juice is: Power. Right. Control. There’s a really deep rabbit hole one can go down – there are entire college degrees on it! – regarding whether authority is granted or seized, and by whom, and for how long and so on and so forth. For our purposes, let’s go ahead and embrace the icky-feeling words (power, right, control) in as un-icky a way as possible. There must be a final transfer of non-canonical ideas into the common understanding of your game’s canon. One player might have that authority (granted by the other players). The player(s) might defer to rules, or commonly understood cultural norms, or precedence.
Credibility is much more straightforward:
1) the quality of being trusted and believed in; and
2) the quality of being convincing or believable.
I bring these up together because you can have one without the other, but you need both together.
Necessary Authority
Authority without credibility is the abusive Dungeon Master clinging to his screen and Viking helmet. The Viking-helmeted control-freak DM is a caricature, sure, but having done this very thing in my deep bad past (I’ve been playing for more than 40 years, kids), I can say – with authority, oh I slay myself – it happens. If you wield authority without credibility, it’s all bad news. Why do players allow this? Who knows.
The Rules might assert that a disagreement be resolved with a procedure (roll dice, flip a coin, draw a card, pick a bullet point, whatever), but the players might look to a more-credible player and wait for them to weigh in. It’s messy, it happens, it’s weird. Human interactions cannot be constrained by procedures. Unless, of course, everyone agrees to grant authority to those procedures, feelings be damned.
There is some baseline amount of authority necessary and useful to convert table talk, suggestions, descriptions and general navel-gazing into a form the table will accept into their common understanding of the fiction. There’s alchemy that moves player input from that liminal “just talking” moment to “yup, that happened” in a game.
Necessary Credibility
Credibility without authority is less harmful: the player everyone likes, overwhelmingly earnest, always supportive, unwaveringly honest. You just know when a player is coming at the game in good faith. They are credible as human beings. But barring rules and procedures that explicitly grant authority, all these players can do is bring their credibility to bear. Other players may very well grant a credible player ad-hoc authority, certainly. But that thing that happens when everyone would rather listen to Credible Player rather than Authoritative Player? That’s another kind of bad news.
Things can get weird when authority and credibility clash. The rules say X, but the player using those rules (probably a GM-type facilitator for most purposes) has not proven themselves credible executors. A non-credible GM runs a real risk of their players simply not accepting their authority, and then the game grinds to a halt.
A major difference between roleplaying and boardgaming is that at some point, the humans at a TTRPG table must accept authority from somewhere: the agreed-to GM, the rules, cultural norms. If GM is not credible – or maybe not credible enough among enough of the players, it’s a sliding scale – then even pointing at explicit rules text or appeals to norms may not be enough. Deferring to the authority of the rules themselves is kind of litigious, sure, but it also means a GM-type player doesn’t need to cultivate as much credibility while still executing their job.
This is one of those big cultural gaps between conventional GM-heavy tabletop roleplaying and more distributed-authority storygaming. When the GM has (notionally) total procedural or cultural authority, they must be credible. Lots of our games are incomplete, or open to interpretation, or specifically require rulings absent rules. Rulings handed down by someone who has harmed their credibility by ruling in bad faith, though? I will ghost that table.
Meanwhile, the past couple decades of indie game design have largely been designers questioning these previously unquestioned assumptions. What if we normalized and standardized how/when dice got rolled? What if we distributed authority over certain aspects of the game? What if rulings could be made based on clear priorities, and not just what that GM thought was cool or whatever?
There are lots of ways to administer people. Benevolent dictatorship and democracy can both have a place at tables. Best you know what regime you’re living under, though.
Bonus: Responsibility!
Here’s a concept I don’t really hear much about in roleplaying: the responsibility that come with authority (power/right/control). It’s hazy, so once again to Google!
1) the state or fact of having a duty to deal with something or of having control over someone.
2) the state or fact of being accountable or to blame for something.
3) the opportunity or ability to act independently and make decisions without authorization.
Ooh. Those are all good.
Responsibility is in my head right now because I feel like folks are eager for authority and don’t really think about the work. Or the work goes unaddressed, with designers assuming folks will take on responsibility. I mean, yeah, sometimes you’ll read a rules thing like “the GM is responsible for preparing for the session” or “the players are responsible for tracking their spells” or whatever. That’s like…the barest-bones bit of responsibility. I’m thinking instead about being responsible for addressing disputes (if you’re a GM), being responsible for your own fun (if you’re a player, including the GM), being responsible for the safety of everyone at the table.
Authority without responsibility is a dictatorship. Responsibility without authority (particularly the third definition) is a wage-slave job. Authority without credibility is a failed state (or a board game).
Credibility without responsibility? Pretty great, but also potentially disruptive. And finally: Responsibility without credibility is grounds for distrust. And if you don’t have trust at a roleplaying table, what do you have?
Authority + credibility + responsibility is what we all should be striving for. It should come as no surprise that damn near any interpersonal badness that arises in roleplaying can be traced back to the failure of one or more of those things.
Photo: Napoleon’s empty throne at the Louvre
Discover more from The Indie Game Reading Club
Subscribe to get the latest posts sent to your email.





We started playing Nathan Paoletta’s Imp of the Perverse last week. It’s a funky, specific horror game that evokes Edgar Allan Poe vibes in 1830s-1850s Jacksonian America. Playing the first session reminded me about how hard I find conflict resolution games. Imp of the Perverse is squarely in that camp of design.
Conflict resolution is where the entirety of a “conflict” gets resolved at once, typically a single roll/draw/pull/moment of fortune. The relative inverse is action or skill based resolution, where each resolution re-positions objective elements of the fiction (somebody is hurt, a spell is cast, you jump over a hole) but doesn’t address the “conflict.” It’s a deep rabbit hole, and folks have argued (stridently!) about what “a conflict” is. There are lots of specific ways games go about resolving a conflict. The interesting/aggravating commonality is how resolution always revolves around the table arriving at a common understanding of the “conflict.”
Conflict resolution is indie-style roleplaying on hard mode.
Why It’s Hard
I’ve played conflict resolution games on and off ever since the first ones showed up, games like Dust Devils, Sufficiently Advanced, and more modern designs like Goblinville, The Clay That Woke and Primetime Adventures. Old or new, they feel hard to me in related ways: you need to think critically and abstractly about every scene, you need to carefully frame scenes based on that evaluation, you have to know when to engage the system, everyone has to be on board with the difference between authoring and advocating, and everyone has to be transparent. And all this happens with very few check-ins from, or with, the system itself.
Any one of these elements feels like it requires advanced, 400-level experience just to execute, much less to make fun. So let’s unpack them all and see if the work:fun ratio makes conflict resolution worth it.
Abstract Critical Thinking
Actually a pretty good breakdown!
This is the hard one, and it’s been hard ever since the earliest days of indie design: what is the salient point being argued over in this moment of play? Roleplaying is a conversation, and disagreements are where the conversation gets interesting. Sometimes those disagreements are around the details of a shared understanding of the game state, which is easy. We all agree the Stormtroopers got the jump on us, but do we get away? But sometimes players disagree about the premise of the conversation itself.
The game design may or may not have a specific idea of what “conflict” means for itself. Is “conflict resolution” just large-scale abstract action resolution? Totally fair and reasonable interpretation! A game might totally view many small moments as adding up to “a conflict.” In those games, the GM needs to apply critical thinking to the question of how much can one resolve in a single moment. The game might have guidelines to how much one can resolve, but I’ve never seen a system put hard limits on that. There’s always the need for authoritative human evaluation, which is laborious relative to, say, players reaching for abilities to resolve actions, or moves to resolve fictional triggers.
Another necessary critical thinking skill is being sensitive to the “about-ness” of the scene. Why is this scene happening? What’s at stake? A scene might be happening because prior fiction mandates it, or because the players are excited by the implied uncertainty of it, or because someone wants to make an aesthetic or ethical statement. And each of those scene types need a different evaluation of their about-ness.
I don’t have a good formula for any of this. But I know that, when I’m playing a game with conflict resolution and/or “very abstract resolution,” I need to spend a lot of juice thinking about every scene’s about-ness, so I know how to guide the players toward a common understanding.
Scene Setting as Sales Pitch
What will it take for you to buy that this scene’s actually about the romantic tension between …
The next step to applying one’s critical thinking to the about-ness at stake is that the GM needs to set really clear scenes. And this needs to happen not only because everyone’s at the table/Zoom meeting/chat and are eager for things to happen, but because scene-setting is the GM’s primary sales tool.
When the GM has a clear sense of the themes, disagreements, metaphors, or stakes, the way they explain their sense is via how they set a scene. In a lot of cases the GM might not know what’s at stake, and has to work it out as a scene plays out. Also legit. But the scene as a facilitator (or fellow player, in a GM-less conflict-resolution game like Durance) initially framed it is still preparing the eventual sales pitch. Call it marketing if you want: you’re creating a fertile field for future sales.
This is all pretty instinctual, I fear. I’m just highlighting the fact that if you want to bring players onto the same page in a conflict resolution game, it starts with how you set scenes.
When To Pull The Trigger
I mean, who doesn’t?
There’s always a tricky balance to strike when you’re playing a conflict resolution game: how long do we keep talking, and when is it time to stop and resolve the conflict?
This bit is especially hard on me, personally, because I greatly prefer to keep the action grounded in the fiction. I prefer to keep players in-character than let them slide into a planning fugue. I actively dislike the tendency for argumentative/competitive players to avoid engaging with the system (i.e. uncertainty) by sidestepping it in the just-talking step.
Old-style conflict resolution games like Dust Devils (second edition came out in 2006) typically included a whole essay about what “conflict” entailed in this specific game. Dust Devil’s very short version is: “Conflict is any point in the game where at least two players (and usually more!) have different ideas about ‘what happens next’ in the story.” As a practical matter, though, there was always a lot of talk leading up to that moment. To be clear: Dust Devils is one of my favorite-favorite indie RPGs! But nailing down exactly when to stop talking and start drawing cards is a skill I needed to learn.
Sometimes conflict resolution-type games, like Imp of the Perverse and The Clay That Woke, provide the trigger. But they’re still quite abstract relative to the precision of a PbtA style fictional trigger.
Imp first says “Whenever your protagonist takes risky action or engages in struggle,” and later “When your protagonist imposes their will upon the world.” But then there’s an admonition to not roll merely when an outcome is uncertain. So when do you roll? It’s up to the GM, ultimately, to decide what risky entails. And if they’ve sold the scene correctly, there should be something clearly at risk in a scene. It’s pretty good, and more explicit than many “to resolve a conflict…” type language in older games.
Clay is a bit more specific, calling out four “inflections:” dangerous situations, violent conflicts with beasts or NPCs, unnatural encounters, and interpersonal disagreements with NPCs. Cool, pretty specific, but there are still several paragraphs further clarifying when and how to engage the game’s resolution system (a chit-draw, set-building minigame called the Krater of Lots), with the most actionable-yet-subjective advice being “You know you’re using it too soon if your situations don’t feel dramatic.” So, really, hit an inflection and wait within that moment for it to become dramatic. Fair, but subjective.
Player Authorship vs Principled Character Advocacy
Will is my fursona.
Because of the necessary abstract thinking needed for the GM and players to engage with conflict resolution (and/or “very abstract resolution”), I’m always sensitive to the players being pulled in different creative directions. On the one hand, the abstraction can help you shape scenes in a very authorial way: this scene is about the two brothers’ longstanding rivalry coming to a head, this scene is about whether the Bandit King drives the old regime out of the castle, this scene is about the impact of a long journey on the fellowship. Conflict resolution is a great way to give players a lot of authority over a scene, in no small part because there aren’t so many smaller moments that may derail their vision for the scene.
But there’s something to be said for the immediacy and investment of advocating for What Your Character Wants. Or if you’re feeling iffy about the player/character split, What You Want For Your Character. It’s exciting and competitive and sometimes it just feels good to embody a character’s drives. It can also feel good in a pattern-completion way to watch a well-designed character’s needs play out in the fiction.
I’ve found those two impulses frequently hard to reconcile: player-as-author and player-as-advocate. If you’re constantly authoring scenes with an eye toward advocacy, are you really making an interesting story? Is “interesting” even on the agenda?
Radical Transparency
Last bit, mostly an issue for trad/conventional players being introduced to conflict resolution or “storygames” in general: if you’re going to even begin the conversation about the about-ness of a scene, what you or your character want out of it, everyone needs to be very transparent. No playing close to the vest, no trying to outsmart each other. It’s a very collaborative play style, in contrast with an adversarial-GM play style and adjunct at best to an impartial-GM play style. Old habits can be really hard to break, is all I’m saying.
System As A Validation Tool
Game design in a nutshell
My theory about players interacting with systems: Each interaction is a validation for the player that they’re on the right track, that they’re adding something tone-/canon-allowable, that they’re reinforcing and meaningfully enlarging the table’s common understanding of the fiction. It can be reassuring to do a small thing, earn a small currency perhaps, or see a small shift in the fiction. It can feel less fraught to make some progress toward your goals, action by action, than have everything ride on a single moment of uncertainty. When a player resists engaging with a conflict resolution system, their desire for system-validating moments is something I feel out.
Three Conflict Resolution Tips
These are all pretty old conversations if you’ve been in storygaming spaces for a while. But if you haven’t, here’s some advice:
Have a firm sense of what meaningful conflicts look like in this genre, setting or situation. Meaningful, in this case, being “the fiction takes an assertive new direction.” Sometimes your instinct about meaningful conflict disagrees with when the game tells you to resolve: this is the designer’s opinion, their take on the subject matter. Followup: frame scenes really hard, ideally with more than one player character, with a conflict-rich situation already in mind. Don’t preprogram the conflict! But think about situations that can (probably) only be resolved by eventually going to the game’s system. Many conflict resolution games have external economies that rely on engaging the system at some point, so you can’t bop along freeforming forever.
Say yes an awful lot more than you’re accustomed to. Conflict resolution games are, I think, very freeform most of the time. That means the players need a clear sense of their own agency most of the time, because there’s no validation of their choices coming back to them (see above). The only way I’ve come up with, as a GM, is to say yes a lot. It also means gently, conversationally redirecting if a player suggests something that’s off-tone or violates what I feel like is the shared understanding of the game state. There’s still a need for facts to become part of the game’s permanent record even when we’re not invoking the system. And everyone needs to agree that the fiction can be positioned outside of the system.
Be uncomfortably up-front about what’s at stake, win or lose, in this conflict. Well, I mean: maybe you won’t personally be uncomfortable with that level of transparency. But if this is a new thing for you, expect discomfort. Talk about not only what Your Character or The Situation stands to gain, but describe your own understanding of what Your Character or The Situation stands to lose. Make sure both sides of that equation feel equitable to both parties.
Liked it? Take a second to support The Indie Game Reading Club on Patreon!
Share this:
Facebook
Reddit
Twitter
Tumblr
Pinterest
Email
Like this:
Like Loading…
Related
Part 3 of ? in the Cultivating a Storytelling Mindset series
The hardest thing I ever ask of a player is to decide what they’re going to care about.
Some games tell you what to care about, right? You’re dungeon delvers, so you’re supposed to care about the treasure. Advancement is a strongly implied goal as well. But there are also games that don’t tell you what to care about. Why is deciding what to care about such a challenging lift?
We’re playing Shattered City, a PbtA game derived from Legacy that doesn’t specifically tell players what to care about, so I can’t stop thinking about this subject. It’s a game design challenge but it’s also a creative, social and emotional challenge for the players. Burning Wheel covered this ground, and workshopping Beliefs and Instincts is a notoriously difficult process. In Legacy games, which feature big shifts in time and an explicit split between big-picture events and small-picture character vignettes, there are no specific economies driving choices other than the ones you choose, I think it’s even harder.
And what does “interesting” even mean? Is it interesting to the player, to the GM, to the other players? To your blog readers? To your Twitch audience?
How does this continue to be so hard?
Such a mystery. Or you could help the players figure it out for themselves.
Where To Look
Sometimes, system provides the player benchmarks and validation. You want to advance, so do the things that earn you advancement. You will grind out food, rest and light, so do things to maximize them.
Other times, the game’s premise provides an answer: you’re a secret society of monster hunters, you crew a tramp freighter, you’re a criminal gang. The shared goals in these games are of course entirely embedded in the game’s fiction: monster hunters hunt monsters, tramp freighters take jobs, criminal gangs claw their way into being bigger and badder. Shared goals are great! But those are all extrinsic goals. They’re not the character’s goals.
Meanwhile, we’ve provided players almost no training at all in developing their own intrinsic goals. Decades of shitty GMing have provided plenty of negative reinforcement though, mostly by ignoring what players tell us. It’s too hard to integrate their backstory. I forgot that NPC you took an interest in. Our session time is so consumed by the job/mission/dungeon that there’s no time left for the characters. You can’t wander off the rails.
I’ve talked on and off for a while about the concept of “holding environment.” To recap, it’s the premise of your game that gives the characters reasons to spend time together, particularly in scenes. And those premises can be all over the place: for emotional support reasons (personal relationships in a closed environment, like the settlements of Sagas of the Icelanders), for tactical reasons (party builds in D&D), for professional reasons (a ship crew like in Scum and Villainy), even for meta-play reasons like “because we all agreed to show up on Saturday afternoons for five hours.” But those are all related to the larger social dynamic of all the players at the table.
I suppose it’s not unreasonable that a player might pick any of these things as their intrinsic goal: what I want to do is support someone else’s effort. But I don’t think that’s sustainable or scalable. What happens when the whole party exists to support…the whole party? Or crew or whatever. At some point, if you’re playing a game where the emergent fiction is the goal, someone needs to care about something.
The secret is that not caring protects you from being hurt. Not to get all armchair therapist here, but identifying what players fear will hurt them is most of the exercise.
Why Should You Care?
Deciding what in the fiction to care about makes some assumptions. The big assumption is that “the fiction” matters, changes, and is part of your overall enjoyment of the medium. And different RPGs care about “the fiction” in very different, incompatible ways. A dungeon delving game puts a lot more emphasis on the tactical fiction than, say, a ships-crew game that emphasizes the fiction around tramp freighter logistics. Or a feels-heavy game that emphasizes emotional context way above tactics or logistics. Or a political maneuvering game that emphasizes social context.
Some games are written in a relatively fiction-agnostic way. Personally I think that’s usually not intentional: the designer(s) just didn’t think about what aspect of “the fiction” they wanted their game to address or facilitate most clearly. But that incoherence can be intentional. You can get a lot of good play even while the players don’t settle into a gestalt.
Because I can’t stop thinking about this topic, I’m starting to think “give me easy things to care about” is something I desperately want and need in a game. “Don’t punish me for the things I end up caring about” is a close second.
Okay I totally lied. Let’s get all armchair therapist!
Get Out Of Your Own Way
I think the difficulty comes down to fear.
Fear of being judged for having a bad idea. Easy and shitty to be judgy about other players’ contributions: it’s dumb or hackneyed or predictable.
Fear of tripping over the GM’s authority or credibility, their prep or plans.
Fear or uncertainty around fitting your idea into established fiction, or external canon (the Star Wars problem, if you haven’t bought into making a canon-rich setting your own).
Uncertainty about how your authority interfaces with other players’, including the GM. What happens if I want to care about something that contradicts what someone else wants to care about? Will the system let me fight that out, or do I need to talk it out? Is that going to be okay or weird or what?
A general lack of player credibility, that the table won’t buy your idea but they might buy the same idea if it came from a higher-credibility player. (How do you build credibility? Glad you asked.)
Not wanting to rock the boat if the table’s goals don’t match yours. Everyone else is there to beat a dungeon, but while you’re exploring your thief’s morality, that’s interfering with your thief’s tactical efficiency. That’s not what the other players signed up for. I’ve done this, and had it happen, and it sucks.
But what if I choose wrong?!
Okay, So How Do I Choose?
Sometimes it takes time to settle into the game’s table vibe and established fiction. It’s hard to decide what to care about when nobody else has decided what they care about (including the GM!). Someone has to go in the water first and prove it’s warm, or at least swimmable. That’s usually one of the unspoken responsibilities of facilitation: clearly signaling where it’s safe to put your attention.
You feel that stutter-step tempo during scene framing in GMless games. This can be a tough exercise, particularly if you’ve never done it before and especially if you’ve never GMed or facilitated before. If you’re doing a scene with another player, you both fumble around until you settle on a premise for the scene you can agree to and find interesting. I’m not sure how you speed up that process other than through practice and saying “yes” a whole lot when the other side offers a scene up.
But that’s just related to making the game proceed, and doesn’t have anything to do with deciding what to care about inside your own head. I’m thinking about how I go about settling on a vibe or characterization or whatever, in these set-your-own-scene games. It’s so hard because I’m asking myself what I can care about for the next four hours. And sure enough, I still face all the fears I list above: does this fit with everyone else’s investment? Will I be judged favorably for it? Is it “clever” (ugh)? Does my characterization fit with the premise or setting or genre?
I’ve been playing these kinds of games for a decade and I’ve never really dialed it in. But I’ve also mostly GMed conventionally structured RPGs for four decades, which has given me plenty of training in being comfortable asserting anything.
Okay, finally the useful part.
Subjects To Care About
Again, I’m assuming you’re playing a game where the fiction matters, where players need to pick something to care about otherwise the game won’t go. The set of games that requires this is quite small. Similarly, the set of games that actively reject or ignore this is also quite small. The vast majority of games, either tabletop or larp, work best when the players settle on some set of things. And the table, ideally, supports your choices.
Goals: Personally I think this is a pretty shallow take on “the fiction,” but sure. Let’s assume your character is consumed with the burning desire to do well at their…thing, their job, whatever it is. This is an easy fallback to competency-porn type play: characters who are good at their job, enjoy being good at their job, and look great doing it. There’s no need to justify your character’s goal, just pick something, anything (but please, please pick something in the fiction, not “I want to unlock this ability”). Goals are a terrific jumping-off point to decide that you care about what may have led to this goal.
Logistics: This is, to my mind, a logical extension of investing in goal-oriented fiction. Now you’re caring about how to get the rest of the players as deep into the dungeon as they can get, or fly their ship as far and as safely as possible, all the support stuff that happens in a game. I mean, it’s a thing and you could pick it to care about. Folks who love to be supportive frequently fixate on a game’s logistical concerns (and are frequently frustrated when games simply don’t have them, eg no tracking ship fuel or maintenance schedules, don’t really care about food, rest and healing times, and so on).
Emotions: What does my character feel about things? Are those feelings a rational product of their setting and situation? I talk about this bit a lot in the previous Cultivating a Storytelling Mindset. In short: your character’s emotional state can be literally anything, rational or not. Your goal is to be true to it, explore it, see where their hopes and fears and desires take them.
Relationships: How does your character fit into their larger social context? What friends, families, rivals and enemies are around them? This means choosing to care about your character’s relationships and treating them as real, rather than as (merely) useful or obstacles. This is often ultimately goal-driven, but it doesn’t have to be.
Setting: Tricky one! I feel like choosing to care about “the setting” is some alchemy of social concerns, taking an interest in big sweeping events, and fidelity to genre expectations.
Fidelity: Does the game feel like the genre you’re modeling? How do my decisions advance that feeling? This level of caring feels really meta to me, like, it’s more concerned with “correct” authorship than with interesting or provocative authorship. But genre is a good way to ensure everyone’s on the same page, right? If we’re hunting vampires, it’s practical and useful to invest in your depiction of vampire hunting: describing badass mission prep, complaining about being too old for this shit, relating stories about how vampires ate your family.
Yeah don’t do this.
Just Pick Something. Anything. Many Anythings, Even
The reason this is in my Cultivating a Storytelling Mindset series is that choosing what to care about ultimately means engaging in proactive play. Invested play. Thinking more about what you want your play experience to be and taking measures to ensure you get it. It’s a refutation of play where you simply react to what the GM throws at you in the most tactically efficient way possible. That’s a whole category of play – arguably the biggest! – but it’s not storytelling-mindset play.
And like I go into in some depth in the previous piece, stories are not games and games are not stories. Just because you’ve picked something to care about, that doesn’t mean you should expect your wishes to go unchallenged. In fact it’s now on the GM to specifically push you on the things you care about. And those challenges might not feel like how you imagined things going down. If you want your wishes to be all that matters, write a story. On the other hand, if you’ve picked something (anything! Many things!) and the GM, other players, and evolving events don’t take that into account, that’s worth talking about.
(Which is the next-hardest thing for players to do!)
Liked it? Take a second to support The Indie Game Reading Club on Patreon!Share this:FacebookRedditTwitterTumblrPinterestEmailLike this:Like Loading…
Related
Something that occurred to me just this year: having an encyclopedic knowledge of RPGs hasn’t actually made me happier. In fact it’s probably made me less happy participating in my hobby, because I don’t share the same assumptions as the players with whom I spend most of my time. It’s given me all the tools I need to understand my own unhappiness, though.
Maybe it would be different if I were playing largely online. A diffuse body of players themselves will more often cross-pollinate ideas, particularly if they’re all drawn together by the idea of cross-pollination. But that’s just not the case with the folks who show up at your home on the regular.
The same thing happens a lot when I’m running some weird indie shit at a Games on Demand-style space at a larger mainstream convention. The indie weirdos are probably down for whatever you throw on the table. But you’ve also got the not-indie folks, the trad crowd whose tickets are actually making our indie corner possible. In that case, I know the common assumptions – the traditions that comprise “trad” play – I’ll face, and build those into my pitch and explanation.
Rediscovering your own beginner’s mind is the postgraduate work of roleplaying.
Beginners are so much easier to work with. And it’s so hard to be a beginner, again and again.
Category and Rhetoric
The problem I think comes down to players either making category errors or rhetorical stands.
Rhetoric shouldn’t come as a surprise in a hobby rife with tribalism: all RPGs are D&D hacks is the umbrella claim. Stop me if you’ve already heard these bangers:
You can’t trust the GMThe GM is GodThe point of play is to make your character strongerAll games ape other mediaThrow away any rule you want
Ehh…it’s all basically folk dances, right?
More often, though, a player’s operating assumptions aren’t rhetorical. They come from a profoundly different understanding of what the activity “is.” For me, a former composition major, roleplaying is music: there’s a huge range of styles, orchestrations, methods, and structures filtered through history and venues. For others, all roleplaying is waltz music: jam that melody into a ¾ time signature whether it fits or not, play it at a dance pace no matter what, one chord per bar no matter what, and treat every single piece of music as ultimately derivative of folk dances.
The (Eight) Usual Suspects
These are the eight topics I find demand specificity at tables with experienced players, because they (experienced players) come loaded with assumptions from other games. Any one of these could be a complete essay! And maybe they will be. Just let me know if any of them sound interesting enough for another few thousand words.
Intent, conflicts, tasks and moves
Maybe the most common point of confusion I run into is what happens after players touch dice (or some other procedure-with-uncertainty). It’s especially confusing if the player is unclear why they touched the dice in the first place. What’s the cause and what’s the effect? What are the rules even for?
Some games use randomizers to determine success or failure of a specific, tangible task: that’s your straight up task resolution method. Others require players to state their intention before the roll: this is either transparency (if you’re clarifying why you’re doing a task, as you do in Burning Wheel) and/or conflict resolution (if you’re resolving an entire scene and you’ve described what you want out of it, like Dust Devils). Others use randomization to introduce surprise into the fiction, the aspirational — if not frequently unrealized — goal of PbtA style moves.
Why are we rolling again? When are we rolling? What do I stand to gain? What am I risking? Maximize my agency but don’t overwhelm me with options.
The purpose of a roll has the most room for misunderstandings and disagreements, even within genres or traditions of play. Especially within genres or traditions of play. What happens when you state your intent but a move doesn’t hit it? What if you just perform a task but don’t discuss your intent (maybe to leave yourself some wiggle room ex post facto)? What if you expect more granularity and the whole scene ends up resolving with a single roll? And so on.
There’s also the question of when you engage with a game’s procedures. PbtA moves (usually) trigger when something happens in the fiction. FitD actions (usually) trigger because the players want to achieve something. Trad games (usually) instruct the GM to tell the player which skill to roll and (usually) only when what they’re doing has a chance of failing. Lots of (usually) in there, right?
Inputs and outputs are such a fundamental bit of The Transaction and yet there are so many ways of doing both. The curse of being an experienced player is that you’ve probably developed preferences along the way.
Collaborative vs adversarial facilitation
Many games of the current era aspirationally describe themselves as “collaborative,” frequently to imply that those other games are not. But the rules may or may not support actual collaboration. Games with goals, for example, are hard to run collaboratively if the play product is supposed to feel like accomplishment. Does it still feel like winning if everyone agrees that you won? I’ll get into that one more in a future column I’m working on.
Calm down, control freaks.
There was an old Forge bugaboo about authority, broadly referred to as Mother May I. You can probably imagine what this looks like from the player perspective, constantly having to seek approval for your play choices. Lots of indie games were specifically designed to get away from traditional power structures, but it doesn’t mean the players have. Your GM might still act like a Mother, and the players might also treat the GM like a Mother! Things can get real weird when those power structures get reimposed by players because of their assumptions.
Downtime as abstract bookkeeping vs open play
Play phases are a more recent design phenomenon. You see it a lot post-Torchbearer and its Adventure/Camp/Town breakdown, and popularized by Blades in the Dark’s Downtime procedure after every Job. Rather than a constant play-the-day flow of action, the game has formal breaks where stuff happens that’s not about the adventure, or the job, or whatever.
Spend one more Coin on recovering from harm. As a treat.
Sometimes the phases are meant to be pure abstraction, or the players treat it as such: the Fellowship phase of The One Ring, for example, doesn’t really need to be played out. You take a break, jump ahead a few months, and the characters spend that downtime healing, training, and so on. And sometimes the not-adventuring phase is meant to be played out, just without the mechanical weight of the action sequences: the Investigation phase of Voidheart Symphony is my most recent exposure to this.
More often than not, the text doesn’t actually say much about how much “free roleplay” is meant to happen during these phases. Different players and facilitators will treat this in very different ways. No surprise, then, that players may be caught off-guard when they’re asked to dig into their downtime stuff. Or GMs may be caught off-guard when the players bing-bang-boom work through their checklist, eager to jump into the next procedurally dense bit of play.
Structural goals vs embodiment play
This isn’t a great description but let me unpack what I’m getting at.
Band of Blades, Fellowship, and Voidheart Symphony all have explicit goals in mind. Band of Blades’ goal is for the characters to reach Skydagger Keep while racking up the highest possible score. There’s a score! Fellowship characters will ultimately face the Overlord and defeat them. Voidheart Symphony is about facing and defeating a series of big bads who serve the Void, the universe’s visceral urge for toxic individualism. But goal-oriented games use their goals for different reasons: Beating the Game might be one, but pacing might be another.
Compare these to Urban Shadows, Mutant, or Blades in the Dark. “Get rich or die trying” in Blades is a driving motive for your crew, but it’s not really an endgame goal. Finding Eden in Mutant is a goal, but you don’t defeat Eden, you go there and see what happens. Urban Shadows has “storms,” thematically connected PbtA style fronts, that just structure what’s going on in the game’s big picture.
Cool, cool, glad you liked your 7-9.
Players looking to shoehorn goals into embodiment games are gonna have a rough time, just like embodiment players are gonna make the goal players crazy in goal-oriented games.
Vocabulary
This basically comes down to two problems: mechanical tricks that look similar but aren’t the same, and common words that mean different things (or different words for functionally identical ideas).
Why is it always clocks, anyway? Who wouldn’t want a slice of this?
Clocks, for example, got popularized in Forged in the Dark games, but the graphical presentation has shown up in other games to confusing effect. The clock in Voidheart Symphony’s Investigation phase is just counting the days since the characters became aware of the next Vassal; they can’t run the clock and achieve a goal by filling it. Those are two different applications of the same graphic design idea.
Assets are all over: sad things on index cards! But they work differently in Fate, Cortex and Dune. Easy to assume Assets all do the same thing but they definitely do not. Assets are an easy place for players to get confused and frustrated. You can invoke an Asset in Fate, for example, but you can’t assume that’s a thing outside of Fate. There are (different) economic constraints to Assets in Fate and Cortex, but not in Dune.
I ran into a problem with the word/concept of Advantage in Fellowship, where it represents an opening you can exploit against an opponent and not a third die, take the highest. Frustrating! Or Value Statements from Tales of Xadia, which look a little like Beliefs from Burning Wheel but are actually more like Fates in Tenra Bansho Zero.
(This is what I was saying at the top of the essay: encyclopedic knowledge won’t make you happy, but can explain why you’re unhappy!)
Or take skills from most any game as compared to actions in FitD games. Functionally similar, but there’s some subtle differences there worth exploiting. Actions are bigger and more thematic than skills, except in games where skills are meant to be big.
Economic incentives vs pacing
In a game with an economy of some kind – Fate Points, Plot Points, Artha, Doom Pool, Darkness Points – it can get very confusing as to what the economy is for. Sometimes economies are there to incentivize play choices, like taking a d4 instead of a better die in Cortex and getting a Plot Point in return. But sometimes economies are pacing and GM-constraint tools and don’t have any sort of incentive purpose to them, like Darkness Points in Coriolis or your scene budget in Burning Empires. I frequently need to explain what an economy is “for,” but players will explore them on their own no matter what you say.
But I don’t want all this Artha. I just want to have more than you.
Let’s also not forget that many incentive schemes do not incentivize players who don’t care about them.
Explicit responsibility and implied authority
What exactly each player is responsible for at the table used to be a pretty clear-cut thing, but lots of indie game design challenges traditional authority breakdowns in novel ways. I run into this one a lot! Players who think that, since they had a mandate to narrate their own successes in one game, that’s just how all games are going forward. Not so! Or GMs who are expected to make rulings in one game are explicitly forbidden from doing so in another.
I picked gm-less for a reason.
In some games, there’s no actual GM at all of course. But there’s almost always some version of facilitator at the table. That’s not great when other players start treating the facilitator like a GM and abdicate their responsibilities.
The mechanical weight of fiction, the fictional weight of mechanisms
Does it “matter” how you’re armed or armored, what equipment you have, what the landscape looks like? Is fiction just color or is it constraining? Does the fiction provide interesting new affordances or can you only do what the character sheet says you can do? Does the fictional positioning meaningfully change after the rules touch it, and if so, does that change what you can do within the procedure?
You think that’s air you’re breathing?
I wish more games were better at calling this out specifically. But it’s an ongoing struggle, at least in the beginning, to suss out the relationship between the fiction and the procedures in any game.
But The Rules Say…
Besides the fact the players bring their assumptions to these things, let’s not forget that plenty of game texts themselves do a poor job of clarifying their own assumptions. Designers are gamers as well, and they have their own blind spots. In other cases, they’re writing toward a specific audience with their assumptions in mind. See most everything that calls itself OSR, for example.
Treating this stuff as having any sort of meaningful shared assumptions is impractical, even with explicit textual explanation. To strain some metaphors, it’s like a baseman tackling another player as they run between bases because, hey, there’s tackling in football so why not baseball? They’re both ball games.
Closing Thoughts
It’s not a complete list of every possible unaddressed assumption, but it’s as complete as I can make it. Writing the list left me wondering, is there a lowest common denominator to this category of activity? What defines “roleplaying” and makes it stand apart from other, related activities?
Honestly, I’m not sure there’s much there, beyond “embodying and authoring a role within the constraints of an agreed-upon set of fictional criteria.” That might be it, the very minimum definition. Which, of course, means we should be thinking long and hard about fanfic and other forms that fulfill all those criteria but don’t look a thing like any RPG you might see on a shelf.
Meanwhile, I can’t help but think that it’s just so impractical to expect every player to completely discard every assumption every time and start from scratch. Going once more back to the sports metaphors, there are only so many sports you might participate in. You’d be forgiven for conflating pickleball with table tennis and regular tennis (which I did recently). But there are just so darned many RPGs, and we prize novelty in the indie space. It can be exhausting to come at every text with beginner’s eyes.
Liked it? Take a second to support The Indie Game Reading Club on Patreon!Share this:FacebookRedditTwitterTumblrPinterestEmailLike this:Like Loading…
Related