My favorite part of the explosion of indie game design has been the awesome proliferation of new ways to do this thing we do. Absolute favorite.
There’s not a single sacred cow that hasn’t gotten gored at some point: the role of the GM, character monogamy, agency, social contract, incentives, subject matter, session structure, conflict, theme, everything. I don’t know about you, but the more of these variations and experiments I try, the better I understand the style I play the most: GM runs the world and adjudicates, players own their characters.
One of my favorite experiments in this experimental space has been poking at just how to move a scene forward. Who gets to say what, and when? Where’s the uncertainty? What even is “a scene?” Are there stakes? Is there even really conflict? Does it need to be resolved?
Fascinating stuff! Sometimes I don’t really treat it more than a thought experiment. But more often than not, even the thought experiments show me something new about my preferred mode of play, or gives me new tools or models or ways of thinking.
A lot of indie games come from the “here’s my solution to this problem I have” school of design. That’s a good place to start! I think it’s a not-uncommon thing for folks to have run into the whole “I swing across the chasm on a rope, crash into two kobolds knocking them to the ground, and behead King Kobold! ::roll, fail:: Uhh…nuts” situation. Mostly and practically we just kind of wallpaper over that, laugh it off, figure it out after the roll.
Experiments to move that stuff around — adding aspects, assigning dice, explicating intent, whatever! — may or may not “solve” the “problem,” right? What’s really exciting to me is when a designer stumbles into something that may have been meant to solve a problem, but turns out to be a whole different way to do things. It has a purpose greater than fixing something.
What I don’t get — or maybe I get all too well — is the reflexive hostility I’ve seen when something is called “a problem.” I also (don’t) get the triumphant fist-pumping we have a better solution and you just don’t get it behavior of the new thing’s fans.
Is game design technology or fad? Based on doing our thing a very, very long time, I have to say it’s both. I’ve said, in the past, that game design is unequivocally technology: it gets objectively better, and old stuff is objectively worse. I was wrong and I was stupid to say that. Obviously, obviously there are billions of person-hours of play that say otherwise. Might not be play that I’d enjoy. Might even seem “obviously” dysfunctional! But it’s make-believe and entertainment and I’m not gonna point and laugh at anyone’s joy in this life where joy is often in short supply.
That said, for anyone’s interior model of ideal play, there’s never been a better time to be a gamer. Frustrated at what feels like unfair one-sided creative authority? Look at all these gmless/gmful games, holy wow. Love the shit out of procedurally generated sandbox challenge? Tons of options. Love your explicit flags and incentivizing economies? Same.
It’s not a zero-sum hobby. We’re better than this.
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It’s going to start September 1, but to get your creative juices flowing, here’s the official Indie Game Reading Club’s list of questions to ponder.
Obviously this is needed because the #RPGaDAY list is so freighted with assumptions about RPGs that mostly it’s incomprehensible if you’re not in that scene any more.
1. When were you last deprotagonized? What happened and how did you reassert your agency?
2. What game created your most elaborate relationship map? How much of it did you actually use?
3. What’s your favorite behavioral incentive?
4. What’s your favorite perverse behavioral incentive?
5. Would you say rolling dice to have sex is hot, dirty, deprotagonizing, or all the above?
6. How many PbtA games do you own, and which one best captures its most clichéd genre tropes?
7. When did you last spend more time setting up a situation and talking about the situation after than actually playing in that situation?
8. What was your most awesome fight online about what does and does not constitute a story-game?
9. When was the last time an indie game made you feel guilty about your race, gender, or sexual identity? Were you more or less woke after you played it?
10. When did you most recently refuse to play a trad game because the central facilitation role was granted too much creative authority?
11. Best unwanted fictional input generated by procedural uncertainty?
12. Best story about waiting for players in a GMless game to finally get to the point in a scene they’ve called for but obviously had no idea why they wanted it in the first place?
13. What’s the most you’ve spent on a Kickstarter game relative to the amount of play it received?
14. What’s the most play-disruptive discovery you’ve made when you insist on playing by the actual printed rules?
15. When was the last time you unironically used the word “diegetic?”
16. GMs: abusers, control freaks or both? Best story explaining why this is so.
17. Do you buy your legal-sized paper by the ream or by the case? Do you ever try to reuse your playbooks or just start fresh every time?
18. What’s your best story about a precious snowflake character some trad player brought to the table because it was “clever?” How did you call them out?
19. What kind of shit-fit did you throw the last time someone tried to schedule your convention game in a ballroom like you’re playing fucking Pathfinder or something?
20. What’s your best story about falling all over yourself trying to rescue a bunch of awesome fiction that just got invalidated after making a fortune-at-the-end roll like some commoner?
21. What was the last OSR game you tried to play, but quit because you realized there’s literally no mechanical support for a storyline at all?
22. How many friendships have you terminated because they confessed they kind of like to play Fate games sometimes? It’s okay. Fate players have to hear the truth.
23. Tell your most scandalous story about getting X-carded.
24. What was the very saddest thing you wrote on an index card?
25. Do you like your scene framing hard, harder, or hardest? What’s the very hardest you’ve had your scene framed?
26. When you interrogate the nature of heroism in your game, do you prefer to directly or indirectly invoke Lacanianism?
27. What’s the very best playtest-stage game your friends probably haven’t heard of yet? How long ago did you play it and how much better was it than the current version?
28. What’s the most interesting period of obscure and unrelatable history you’d like to see a game set in? How would you do it?
29. What indie game tech do you most keenly miss when you play something more mainstream? And then do you denounce the game in person or do you save it for a social media rant?
30. What is your fondest memory of a game you thought was fun before you knew better?
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Listening.
This “joy” you speak of… I wonder if it can be found in the new hotness?
.
Adam D of course it can, and is.
“I’m not gonna point and laugh at anyone’s joy in this life where joy is often in short supply”
Amen, brother.
Listening
I don’t know about you, but the more of these variations and experiments I try, the better I understand the style I play the most: GM runs the world and adjudicates, players own their characters.
You know about me!
I think I radically improved as GM after starting to play games from different traditions.
It reminds me of a story that Wayne Gretzky told, about how he played baseball as a kid during the hockey offseason and how that crosstraining was key to his hockey greatness. Which is why people rejecting other traditions out-of-hand is so frustrating! Getting outside your comfort zone is a great way to make your comfort zone bigger / more awesome.
Cross-training! Perfect metaphor.
Great post!
It’s not a zero-sum hobby. We’re better than this.
Hell yeah. I wish more people would understand this.