Category Archives: Level One Wonk

noun
: a person preoccupied with arcane details or procedures in a specialized field
broadly : NERD
: a TTRPG wonk
: a game design wonk

Postmodernism and RPGs

If you’re a millennial and deigned to even dip your toe into art or literary criticism, you ended up in a discussion about postmodernism at some point if only because of the time you grew up in. Modernism was a dominant bloc of philosophical and artistic thought in the western world from the 19th through the twentieth century, heavily informed by how society was changing at the time. While I’m not an especially well-read critic (I had the good fortune to study engineering in school, which is why I can blog for free), I do understand the broad tenets of modernism, which are rooted in scientific inquiry and the ability to discover truth, human capacity to create order, and an implied mission to improve all aspects of life and society through creation of something new. Modernism rejected earlier principles of realism, allowing for more innovations of form in visual art, music, and literature. And if you think I’m not about to tie this back to RPG theory communities and extensions of form like journaling and lyric games…well, you’re wrong.

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The Trouble With Combat

Role-playing games have their origins from wargames. The through-line from Chainmail to Dungeons and Dragons is an undisputed point of historical record, and the through-line from Dragon Pass to RuneQuest pretty much the same. And as the eponym of wargame is war, it’s pretty clear that all wargames have concerned themselves with killing and dying all the way back to the invention of chess. The problem is that, derivative as they are, role-playing games are not wargames. Role-playing games need not merely concern themselves with killing and dying. After nearly fifty years of evolution, I’d argue that role-playing games shouldn’t only concern themselves with killing and dying.

To be fair, even back to the earliest editions of D&D there were more interesting things going on than just monsters to slay. By 1983 we had Call of Cthulhu, where few or none of the foes within the game were intended to be ‘taken on’ in a violent manner. White Wolf games prized intrigue and social dynamics over outright violence, though both clearly had a place. White Wolf games, though, especially Vampire:the Masquerade, revealed the distinct liability of designing a game, regardless of genre or intended primary activity, with a wargame-like combat system at its center.

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The Maximalist Fallacy

I enjoy a whole lot of different role-playing games. Indie games, trad games, OSR games, solo games, you name it. As I’ve said before, there’s a wide world of games out there. Despite that, there is one design method for RPGs that profoundly irritates me. And, as luck would have it, it is incredibly common.

The basis of pretty much any RPG is that you, the player, have a character, and you guide that character through the setting, using the rules to determine what happens. The ways that RPGs can structure those rules are basically endless; you can have the entire game determined by a single die, or you can map out six phases of play in as much detail as any strategic board game. Where many games seem to fall, though, is that characters and all they can do are defined by long lists of incremental abilities, all assigned or selected one by one. This is a form of maximalist game design, where the quality and capability of a game is defined by the number of incremental elements you can cram in there. And yeah, it kind of cheeses me off.

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How the Wonk GMs: Running a Session

You’ve prepped, plotted, and planned. You have character sheets from the players, printouts from the rulebook, and everyone found a spot on the calendar that works. Now, your players are sitting around the table, dice in hand, and are looking expectantly towards your end of the table. What do you do?

I wouldn’t go so far to say that running your game is easier than prepping for it, but it is a completely different set of skills. Many of those skills, like using the game’s rules and putting yourself in the headspace of a character, apply equally to all players, whether they’re the GM or not. Others, like taking notes and tracking what’s going on in the setting, look the same whether they’re happening during the session or in prep time before. There is one skill, though, that is both admired and dreaded in equal measure: improv.

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“We Didn’t Touch Dice the Whole Session!”

Role-playing games are games which involve role-playing, and that would only be a tautology if the category was consistently named. As it is, plenty of games termed RPGs can run just fine without any role-play to speak of, and plenty of role-play described in so-called RPGs lacks the structure which would allow it to fit the loosest definition of a game. Whether not an RPG is a game or involves role-play, it is certainly a product, and perceived experience sells a product as well as if not better than the actual experience that the product delivers. There is no other medium where the audience exclaims, quite positively, that they did not in any way engage with the experience as delivered to them.

When gamers state, often with happiness, that they went through a whole session without touching their dice, this is a tacit declaration that they did not engage with the game they were playing as intended; if the game did not intend for the players to roll many dice, or had no dice at all, such a declaration wouldn’t typically be made. This is not debatable, the experience of not engaging with the rules is special only insofar as the rules are there to be engaged. As much as it’s clear that the game isn’t being played as intended, what we cannot do in a blanket way is state this is a bad thing. RPGs are designed to deliver specific experiences and many of them, especially more rules-intensive games, deliver multiple specific experiences depending on the fraction of the game you’re engaging with. Looking at what players are or aren’t doing with a specific game requires which mechanics they are or are not engaging with, as well as what they’re doing in their game which isn’t in the rules and is done without touching any dice at all.

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How the Wonk GMs: Session Prep

Welcome back to How the Wonk GMs! Last time we had a bit of an introduction, framing the GMing experience by talking about campaigns and how one sets up for a campaign. Today, the discussion will be more specific, talking about how one gets ready to run a session. Later, I’m going to go into what I actually do in the GM’s chair, and what running a session looks like.

The one comment I got on the last post in this series was that it was vague, and I concede that. Here’s the thing, though: After you frame up what kind of campaign you want to run, what conceits and systems would be fun for you, you want to keep it vague. An RPG campaign is not a novel, and when you’re setting everything up prior to play you want to leave as many doors open as possible. It is now, when you’re looking to set up an actual session that your players are going to show up to, that you can start closing the doors and settling on what you actually want the game to look like.

I call this session prep, but in the real world with schedule breakdowns, cliffhangers, and everything taking just a bit longer than you’d expect, this might be more of an ‘adventure prep’ given that some of these ‘sessions’ will last two or three. For the most part, then, we’re going to be talking in units of plot rather than units of time. For each of these units of plot, you’re going to be figuring out a problem statement, a problem space, and then a problem resolution. When you’re prepping, though, you start with the problem resolution from last time, use that to write your new problem statement, and then use the new problem statement and your existing prep to define a problem space.

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How the Wonk GMs: Intro and Campaign Prep

If there’s one thing I’ve been asked to write about over the years, it’s what my home games actually look like. Not an imagined campaign, not a system hack, just how I run when it’s my friends, my ideas, and my time. Needless to say that’s not something that can be condensed to 2000 words, so instead I’m welcoming you, albeit temporarily, to ‘How the Wonk GMs’.

I’ve recently come off of a literally five year stint of GMing for my primary gaming group, and I have run a lot of different games in that time. Spending all this time in the GM’s chair has reminded me that I’m extremely lucky to have as engaged and curious a gaming group as I do…as well as the fact that breaks are good. While taking this break, though, I’m going to be trying to distill down my methods and madness into something approximating fit for public consumption.

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Most Games Don’t Matter

After graduating into one of the worst recessions the global economy had yet seen, I cut short a fruitless job search to go to grad school. I ended up with a Master’s Degree in Innovation Management, a field which sounds like it was made up by the Business School industry but yet taught me a lot. While invention is the act of creating something new, innovation is the act of deriving value from new things, from inventions. According to the World Economic Forum 1.7 million patents were granted in 2021, which is a huge number. But even setting aside things like filing the same patent in multiple countries, a small fraction of those patents represent anything like tangible value to society at large. While invention can happen with a bit of creativity and some work, innovation is significantly more dependent on exogenous factors, on what happens to the invention after it comes into being. RPG designers are like inventors in that way; many many people are designing, are inventing, but the vast majority of games will never make an impact on the market at large.

While there are certainly forces contributing to a greater stagnation of the RPG hobby (D&D comes to mind), the low ‘hit rate’ for new RPGs when it comes to moving the needle in the greater marketplace is largely structural, and unlikely to change in the long run. On the creator side, making an RPG is relatively easy, requiring significantly less money and specific skill than making video, digital games, or visual art, and often less time than writing long-form fiction. This means that the number of entrants into the market will be relatively high. On the consumer side, RPGs have higher switching costs than virtually any other form of media; a consumer needs to find a minimum of 2-4 friends to play with them, with a play time of two hours on the low side. Beyond that, when the presumed norm of the medium involves campaigns of literally dozens of four-plus hour sessions and understanding at least one densely-written rulebook, the perceived switching costs are significantly worse than the already high actual switching costs. These things combined to make the number of consumers in the market relatively low, and the number of games they will consume lower still.

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Intellectual Property for Gamers

The biggest piece of news in the RPG world so far in 2023 has been OGL 1.1. Wizards of the Coast announced a revision to the Open Gaming License for Dungeons and Dragons back in December, and then earlier this month a copy of the new license, OGL 1.1, was leaked to the gaming press. As of last week, the full text of the leaked license is available for anyone to read. While the terms of OGL 1.1 are simply worse for third party creators than OGL 1.0a, the previous version of the agreement, the worst part of the whole thing is the attempt to ‘de-authorize’ OGL 1.0a, a move which, if deemed legal, could threaten the futures and possibly even the back catalogs of dozens of creators. With the stakes that high, there has been an outcry on social media directed towards Wizards of the Coast and its parent company Hasbro. Among that outcry, though, is a lot of armchair legal work which is only confusing matters.

There are really only two things that need to be understood about what’s going on with the new version of the OGL. First, OGL 1.1 is a problem for game designers because it gives Wizards of the Coast a lot of control over licensees’ work, and takes away licensing rights which many designers assumed would be there in perpetuity because of the earlier version of the agreement. Second, intellectual property law and contract law, which cover what goes on both in and around the OGL and games affected by it, are both arcane enough that nothing about the new agreement’s legality, applicability, or enforceability is truly known unless a case goes to court. With that said, let’s take a look at intellectual property law and why it’s particularly weird for games.

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For RPGs, storytelling will win

Role-playing games were initially an offshoot of wargames. What made them different was first a question of scale, moving down from military units to single combatants, and then a question of intent, aiming to play out scenarios with more ambiguity than a classic side versus side battle scenario. As soon as the RPG medium began spreading out from its origin, many people other than wargamers saw the promise that these games held. Science fiction and fantasy fans flocked to RPGs, driven by the promise of new stories and new paracosms that could be created with the games. They were the largest influx into the hobby until the Basic D&D Red Box completely opened the floodgates in 1981.

Now, at the beginning of 2023, the influence of the RPG is seen a little differently. Sure, we’re still over here with our books and dice, but over the last fifty years or so RPGs carved a path through interactive media, permanently changing the board game, wargame, and video game hobbies. In the same way, these hobbies, no younger than the RPG at their youngest, have changed the RPG. The world of games, in a broad sense, is different, and that means the RPG fits into that world differently. With the constant growth and innovation happening across the tabletop games industry and across entertainment, it’s clear that the differentiator in RPGs is story.

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