Satisficing and RPG Design

Economics is the study of resource allocation and management; behavioral economics is the study of how theoretical economics meets practical, human reality. The split between theory and practice is an entire subfield of economics, and arguably other disciplines benefit from the same thing. The broader study of the alignment of human decision making is called decision science, and it takes the P-Q charts of economics and amplifies them with psychology and game theory.

Tabletop roleplaying games are no strangers to decision science, both within and outside the context of playing the game itself. This week I was inspired to look back at one of the most influential recent schools of RPG theory thanks to the Taskerland review of Tabletop RPG Design in Theory and Practice at the Forge, 2001–2012 by William J. White. The review starts with a reread of Ron Edwards’ essay System Does Matter in the context of the book, and restates the thesis of the essay more clearly than most commentators do nowadays: While good games come from good GMs and good players, better games come when those two are aligned with the right game mechanics and systems. This dovetails with notions of GNS and accusations of gameplay ‘incoherence’, but the issue, as the Taskerland review points out, is less with Edwards’ description than his prescription: Aim to play more narrowly aligned games with players who share your priorities.

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