Last Tuesday we played our fourth session of Forbidden Lands. My heart was — is — so heavy. But on we played.
Last week I decided to go all-in on FL’s procedural generation and ditch everything attached to the Raven’s Purge campaign. It eliminates my prep time and lets me discover the world alongside the players. That real-time discovery is fun. My players showed up on time like always, ate their gyros and Wendy’s chilis and Weight Watchers like always, joked and caught up. So great. It’s half the reason we’ve have a standing date on Tuesdays for the past, um, decade? More?
Mostly I just listened while they got their clipboards and notes and started studying the big map. Are we going to the woods north of the lake? Braving the swamps south of the lake? How much better kitted out can we get before we try this? And so on. They’re getting excited, probably. I just didn’t care.
Most of my players aren’t connected to internet RPG crises and have no idea at all of who’s behind the games we play. I talk about these folks from time to time, sometimes around new releases, usually after I get back from hanging out with them at conventions. But otherwise my folks are blissfully ignorant of anything other than the games and our experiences. I sat there mostly in my own head, stewing on bullshit that’s a degree removed from me but raining misery on folks I know. Other folks. Not my folks.
I’ve also been wading through a string of middling-scary health issues the past couple weeks, adding froth to the churn. I don’t talk about those a lot in public. They’re fine, I’m fine, but it’s made this week of pain and rage more than it would have been, I think.
The players settled on a game plan for the session: haul some rotten old shit back to The Hollows to sell or trade, rest up, head into the forest along the north of this lake they’re near because they’ve heard it’s full of interesting stuff. My folks are generally more interested in melodrama and big emotional arcs, so getting deep in the weeds of logistics and risk assessment is interesting to observe.
Do they enjoy it? I honestly don’t know. Because I can’t draw my magic circle.
They’re working out their carrying loads and I’m thinking about liberal circular firing squads forming up online to murder our own. They’re getting pumped about exploring a new chunk of map and I can’t stop thinking about the pernicious trap of moral purity tests and self-appointed inquisitors. They — we — are all investing real time and energy into this adventure, and all I can think about this adventure is, how utterly trivial this is. How utterly trivial we are.
Still: randomized numbers await my deft touch. Let’s begin the rolling of the dice and the connecting of the dots.
Back a couple sessions, when I’d run The One Ring and Forbidden Lands back to back, I found myself really missing the journey vibe from TOR. It turns out, once you get moving on the FL map a bit more, it deploys in a similar way, but from the other end of the telescope. Each terrain type has its own encounter table, and those encounters definitely bring a certain color, a certain vibe, to the terrain.
More travel also brings more rolling, therefore more opportunities to generate mishaps along the way. Our super-pathfinder, a wolfkin with two levels in the Pathfinder talent, fucks up his find the way roll and begins what will become an all-night fail train. His boots get ruined and he gets the Cold condition for as long as he’s not around a campfire, until someone can make a Craft roll and repair his boots. Spring nights still get cold in the forest, dog boy!
They run into a huge revenant knight wandering the forest for…something. Who knows? It’s weird and obviously dangerous and they do the right thing and don’t engage. But now they’re a little scared of what else might be in the forest. Then they run into a weird singing fox, which our poor cursed wolfkin decides needs a closer look-see and magically extends his senses at it. That breaks the illusion hiding a bored and dangerous demon, and it’s a shitshow of failed escape rolls and desperate death-avoidance until everyone can break free. The wolfkin also generates a magical mishap, costing him five nights of sleep. Because of course.
The players are breathing sighs of relief, high-fiving themselves for their lucky breaks, bemoaning their unlucky breaks.
I’m wondering if this aneurysm near my heart is going to explode tonight. Or tomorrow.
I’m thinking about friends tearing friends apart online, everyone’s head fucked up by an ugly pustule that’s finally been lanced.
I’m definitely not thinking much about the game.
Are these little maudlin interludes bugging you? Then know how I felt for most of Tuesday night. Get over yourself, self!
The young Elf fucks up their camp-setting roll and sets their entire site ablaze, damn near killing the poor wolfkin. Between the cold, the lack of sleep, and now smoke and fire damage, he’s ground down as close as anyone’s gotten to straight up dying in this game. He’s done nothing wrong! I feel a small pang of sympathy.
The halfling succeeds in patching up the wolfkin just enough for him to recover (everything but his Wits — being sleepless for days has put him right on the verge of breaking by then, despite the rest of his stats being reset with some rest). Their ambitious travel plans through the forest are torn asunder. What looked like an easy traipse across the map has turned into a death march. So delicious!
Wait.
Was that my magic circle appearing? Finally?
They push on. The human night watch stumbles across an encamped orc war band they’ve encountered before, and his Dark Secret drives him to try and slip into their camp and murder one of them. It’s a fuckup, per the session’s theme, and he ends up hiding in the moonlit woods as the warband turns the tables and starts hunting him. Stupid and hilarious and as close to a Burning Wheel style Trait event that we’ve had so far. (By the way: Burning Wheel Gold revised edition is on its way!)
We’re laughing. We’re laughing.
They wrap up this leg of the journey by stumbling into a recently abandoned cottage. The less principled characters see a safe sleep opportunity. The more principled ones want to know where the inhabitants went off to. So they split up, the elf staying back with the cottage while everyone else follows footprints deeper into the forest. Slavers! The players feel good about ambushing the slavers to release the family, but when it comes time to deliver the final blows, well. The human, who fancies himself a Hard Man, fails to fail his Empathy roll (with two dice, even) and cannot do the deed. Which is great. The little halfling kid completely fails his Empathy roll (with four dice, even) and goes on a chilling killing spree. The family is more terrified of the bloodthirsty halfling teenager than of the fucking slavers, and they go screaming off into the night.
At just about the four hour mark, ahh. There it is. The magic circle is drawn anew. I’m in that space where I trust everyone here, I feel free to feel, I’m transported.
I’ve spent the past couple days thinking about this moment.
On the one hand, yes. Objectively, we’re doing something pretty trivial. Forbidden Lands is pure escapism. The game has no ambitions to be important. It’s not providing any kind of valuable insights or opportunities to empathize with real people and situations. It’s not woke (but to its credit, it’s also not horribly colonized, and there’s a thread of intersectionalism throughout).
On the other hand, no matter how aspirational or progressive or important — or lack thereof — all these games are the product of hard work, uncertainty, insecurity. Certainly much moreso once you get into the indie side of things, where we spend a lot of time in creative isolation. But the experiences we create with the help of this hard work and uncertainty, anywhere on a spectrum from absurd to heartbreaking, is meaningful, it is important. The older I get and the more real-world my concerns become (i.e. the world in which I’m raising my daughter), the more tempted I have been to dismiss all gaming everywhere as trivial.
I also think it’s tempting to dismiss that gaming but not this gaming. This gaming facilitates learning and empathizing about important real-world issues and that gaming is base empowerment fantasy. This gaming celebrates the DIY creative spirit and that gaming is an exercise in performative liberalism.
We’ve all done this. I’ve done this. I’m done doing this.
My heart is so heavy for the real pain folks I know and love are going through, and with the ongoing fact of my own mortality and the introspection (or self indulgence, you pick) that brings. But thankfully we can all continue to draw our magic circles because the circle is and always will be valuable.
Discover more from The Indie Game Reading Club
Subscribe to get the latest posts sent to your email.





Hang in there, Paul. I wrestle with the meaningfulness of gaming and I have come to a few conclusions. Most, if not all my friends right now I made through gaming. There is a level of intimacy in gaming with people that isn’t there in anything else I’ve seen. Moving out during my first divorce I had like 12 people show up to help. My gamer friends, emphasis on the friends. It humbled me in so many ways. There’s more to this thing we love than just playing make believe. I know people through games that I would drop everything to come help if they needed it. You are on that list, BTW. It’s totally bug nuts crazy but I’ve been on the receiving end of it. It’s magic. Pure and simple.
Thank you Nick!
And dammit you make me want to play some Forbidden Lands!
You’re a good person and I’m proud to call you my friend. Keep on keeping on.
It was my 50th birthday last week, so here are 50
lessons I’ve learned about roleplaying. Some of them might be short lessons! If
one of these jumps out as interesting, let me know and I’ll write a longer
piece about it.
You can’t fix real-world problems between players in your make-believe space.Enthusiasm will paper over any hiccups you may have about formal procedures.No idea is so great that you can’t rewind and do something different. Ideas are cheap and easy. Play as many different kinds of games as you can to learn more about your favorites.Nothing hits your players harder than reincorporating their ideas in surprising ways.Game designers are usually middling-fair GMs at best, and discovering they’re downright terrible (even at their own games!) should not come as a surprise. Every designer I’ve met is perfectly nice and talented! But actually running a game is a different core competency.Always roll out in the open.Be transparent about your intent, both as a player and a facilitator. If transparency fucks up your game then something weird is probably going on.Streamed games are a related but different activity than games played at home for nobody but you. You can enjoy both separately. When it’s time to spotlight a character, reframe the game situation so they’re clearly, obviously the primary protagonist. Treat every player like a star when it’s their turn.Playing, engaging, evaluating and listening in good faith is a skill worth practicing and mastering.If you want to get better at playing, facilitate more. Feel the freedom of playing your NPCs to lose, and bring that back to your own playing.If you want to get better at facilitating, play more. Feel the constraints around you when you’re a player, and think about how to address those constraints next time you run.Always have a visual focus in the middle of your table is powerful: a map, a prop, a relationship map, anything. Everyone stays more focused on the game when they have something to look at together.Change your seating arrangements to manipulate your social space. I sit at the end of the table when I want to project authority and at a long side when I want to invite collaboration. Break up the players who are thick as thieves. Arrange players to be near who they’re emotionally closest to in the game.To learn a new game: read through, cover to cover, once. Make two different kinds of characters (if it’s that kind of game), without looking up answers to your questions. Read a second time, keeping your unanswered questions in mind. Play the first session. Afterword, read through a third time with actual play context.To understand a game: synopsize the rules for your players in the clearest, shortest cheat sheet possible. Teaching is learning. To master a game, pay attention to: reward cycles (ie what incentives the players receive for various intentional actions), fulfillment cycles (ie what patterns the players complete through play), and the frequency of intermittent rewards (ie random prizes). Sketch it out if you need to. Recognize that not everyone is incentivized by the same things. Advancement and empowerment aren’t the only incentives! Sometimes folks are so surprised when players don’t chase obvious carrots.If you’re the type of gamer who reads blogs like this, or Twitter, or fan communities, or publisher forums, understand that you’re 100x more invested in this activity than anyone who doesn’t. That is, most players. Don’t be disappointed that they’re not up on the latest talk, theory, design, etc.The best part about going to conventions, for me, is being reminded of how good my home game situation is. The creative and social challenge of playing with strangers or friendly acquaintances is fun! But it’s not as consistently good as playing with the folks I know.“I don’t play board games” is the roleplayer’s version of “I don’t watch television” snobbery. Board games are orders of magnitude bigger than all of roleplaying. Indie games are a rounding error under the D&D umbrella. Storygames are a tiny subset of indie gaming. This thing we’re talking about is a fringe of a fringe activity. We have so much to learn from the wider gaming world.The absolute best players you’ll ever have at your table are the ones who have never played before. Old calcified gamers are the literal worst. Deprogramming bad habits is a lot of work.Occasionally recontextualize the abhorrent acts players put their characters through. Go ahead, yes, put this village to the sword. Later, remind them how civilians feel about genocide. Go ahead, yes, tromp around your fantasy village strapped for war. Remind them of how folks react when someone open-carries an assault rifle into a grocery store.Children are part of any believable make-believe world. It is startling how many folks forget this.When you’re facilitating and get creatively fatigued, ask the players for ideas. It’s really okay. You don’t need to be infallible. Everyone knows we’re all just making this stuff up anyway.Do not fucking make fun of anyone’s play. Ever. Don’t draw attention to their inconsistencies, or hand/body/facial gestures, or anything. The magic circle we draw around our game relies on trust. You will have a devil of a time redrawing your magic circle once you’ve lost it. I GM at my best when I start prioritizing good questions over good answers.Good, engaging facilitation is as much about table theatrics as it is about knowing the rules and maintaining pacing. I don’t mean funny voices (please no)! I mean drawing new additions on the relationship map with a flourish, or dramatically dropping a new clock on the table, or quietly placing a sad index card somewhere prominent. Everything a facilitator does is a show.An oldie but a goodie worth repeating: finding the right matches of system, players, and runner is an art. If any of those things is a mismatch, it’s going to be more work. System matters (but it’s not the only thing that matters).Play with as diverse a range of players as you can find: gender, age, culture, disability, anything and everything. Go to conventions if you don’t live in a place conducive to variety and can afford it. Play online if you can’t go to conventions. Challenge yourself and your play will improve, because roleplaying is a fundamentally human activity and being a better human makes you a better player. You’ll make mistakes and that’s okay. Nobody is going to cancel you if you’re playing in good faith.Give folks at least 30 minutes to bullshit before settling down to play. Try to get them gathered early to make that happen.Debriefs after sessions are so important that you’re better off cutting the game short 30 minutes just to fit it in. Probably most of my adjustments and ideas come from debriefing, not the session.Give everyone at your table the explicit privilege to stop the campaign at any time for any reason. Life is too short to be bored, or frustrated, or angry about games……but don’t give up too easily. My biggest gaming regrets always involve stopping a game too soon.No matter how deep in the weeds you get with procedures, no matter how antsy you get to get through a scene or a moment, always ask: what does this look like? The minute you decouple the rules from the fiction, things get weird. Even if the players slip into a planning fugue, ask: where is this taking place? What is going on around you? Grounding everything in the shared fiction enriches everything, even if it takes more time.Tent cards for character names and pronouns, every game, no matter what. Put the names on the back as well so the folks next to you can see too.A break every hour works magic. Not sure why we think we need to muscle through every minute of a session. Take a break, let things percolate in your brain.Unless you’re playing in a morally stark setting (like our current campaign, Band of Blades), villains and heroes are super boring. Anti-heroes are the worst! Relatable people with incompatible goals, that’s where the good stuff is.Don’t run a game when you’re not feeling it. Take breaks. A week or two won’t let the fizz out of the bottle, but if it does then maybe there wasn’t that much fizz to begin with.I used to get really upset about folks fiddling with non-game stuff at the game table (phones, doodles, knitting for crying out loud), but I’ve made peace with the fact that sometimes players need small distractions. Still, check in and make sure they’re still engaged.If I don’t have an RPG in my head – if I’m not thinking about it, chewing on it, obsessing – in a couple weeks I start feeling uncentered. Like the gyroscope of my life has tipped over. Weird! But it’s proven to be true over and over, even when I’m feeling burned out. If I want to generate interpersonal heat or a big reveal, sometimes I’ll just start tossing in topics and ideas that are just adjacent to the characters’ backgrounds, cultures, affiliations, existing relationships, whatever. You don’t need to set up the heat right out of the gate! Once that ingredient is on the table, the table takes over. The heat will reveal itself. The fact you look like a genius who knew what was going to happen all along is a bonus.Bait and switch in RPGs! Just … no. It never works. It doesn’t work out the way you think it will. The players resent it. Don’t hit them where they’re weakest.Players, thank your GM and each other. GMs, thank your players. Recognition is rare but so nice. Splash it around! It’s free!Biggest red flag at new tables: when a player acts squirrelly about the inclusion of sexual relationships as a factor in the game setting. Not even the sex itself! Just repulsion or fear of the idea that fictional characters have intimate relationships.As a player, I find procedure and embodiment are a zero sum game. The more procedurally intense the game, the less embodiment I feel, and vice versa. As a GM I anticipate that behavior from the players as well. Try running sessions of an ongoing campaign with the same intensity as you would a one-shot. Play for keeps! Don’t be afraid to crank the stakes up! Try running one-shots with the same intensity as you would a campaign session. Play for investment and satisfaction! Not every one-shot needs to end in a blood opera!GM from the bottom of the org chart, not the top. You’re there to support your players. Give until it hurts.
Liked it? Take a second to support The Indie Game Reading Club on Patreon!Share this:FacebookRedditTwitterTumblrPinterestEmailLike this:Like Loading…
Related