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

The Precarity of RPG Design

I’m not stating anything particularly controversial when I say it’s tough to be a game designer. The tabletop RPG market is an economics nightmare; demand is low and supply is incredibly high. Demand is low because this is a niche hobby whose marketing to the public at large is, essentially, Hasbro screaming so loud that nobody else is heard. Supply is driven by the fact that, at a functional level, thanks to crowdfunding Kickstarter, itch.io, and DriveThruRPG, basically anyone can make a TTRPG and get it on sale. TTRPGs and self-published fiction are very much the same, and everyone’s looking for the solution to the fact that 90% of everything in the market is utter crap.

Imagine, if you will, that you’re a good game designer. You’ve made something that’s captured the attention of part of the audience and, after you run some numbers, you realize that you could make a living on this. If you’ve done those numbers correctly, you’re still looking at a difficult life, one filled with a lot of hustle, a lot of compromises on your creative vision, and, most discouragingly, precarity. Precarity is, in essence, the amount of time you spend one decision away from ruin. It’s the constant enemy of anyone who doesn’t earn a constant and consistent income, and when your precarious income is game design instead of, say, insurance sales, there’s no relief from it, either. The only avenues to some meager financial security are to release a game that honestly gets famous, book dozens of hours of freelance work over and above your own design work, or simply have a day job.

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Stardew Valley’s Closed World

Stardew Valley returned to the video game consciousness in a big way recently with the release of its 1.6 update. This update includes new content, rebalancing, and generally significant improvements and changes to the game that most thought unlikely after the 1.5 update due to designer Eric ‘ConcernedApe’ Barone shifting his focus to his next game, Haunted Chocolatier. Needless to say the scope of the update was a very pleasant surprise, and many players, myself included, dove back in.

I’ve put a number of hours into a new playthrough of Stardew Valley, having previously put the game down after the 1.5 update. Compared to my last two playthroughs I’ve taken more time to consider the design of the game and what it can teach us about tabletop games. Much like the last time I analyzed a video game like this, No Man’s Sky, the intent is not to imply that the gameplay loops would make much sense at the tabletop; Stardew Valley’s most tactile elements, like its combat and fishing, belong firmly in the digital realm. Instead I’d say there’s a lot to learn about how Stardew Valley presents a world and the avenues by which a player can interact with that world. This world design is, in some ways at least, the opposite of No Man’s Sky. Stardew Valley presents a ‘closed world’ where the avenues of interaction are finite and presented from the beginning, and that mode of world design can teach some lessons to tabletop RPGs, either to designers or GMs.

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Level One Wonk Holiday Special: 2023

Happy holidays! 2023 is ending, and what a year it’s been. In a lot of ways, 2023 has been a bit quieter here than previous years; while COVID refuses to go away we’ve all lurched back towards normalization, and most of the upheaval in games came from picking up the pieces of events that happened in 2022. Twitter is dead, essentially; anyone who’s attempted to use the site knows that any attempt to see through the haze of algorithmic mud only results in, at best, the absence of continued conversation. Of course, RPG discussion continues, you just need to look a little harder to find it.

Casting a longer shadow over RPG news of the year was Wizards of the Coast. Starting with the OGL debacle and ending with a swathe of layoffs, things were rough this year for everyone’s favorite RPG monopolist. It does mean, though, that my prediction made last year about major players and rent-seeking were correct; MCDM, Kobold Press, Darrington Press and others are all fielding fantasy RPGs intended to be an alternative to D&D. This does mean that whatever happens with the revised D&D rulebooks coming out in 2024 is anyone’s guess; even the home run of Baldur’s Gate 3 has effectively been squandered on the tabletop side.

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Hobby Economics: RPGs and Bicycles

Recently Wizards of the Coast has been in the news as Hasbro laid off 1,100 people, including numerous Wizards employees. In addition to the typical bad rap a company gets from firing that many people right before Christmas the Hasbro layoffs, especially those which affected Wizards, have made a lot of people ask questions. Wizards is a bright spot on Hasbro’s balance sheet, especially in light of the recent sale of the eOne film and TV business which highlighted the weakness of the company’s entertainment division. Despite their performance, Hasbro opted to lay off people responsible for some of their greatest successes, including most of the team responsible for working with Larian on the hit video game Baldur’s Gate 3.

Although I can’t comment on the wisdom of Hasbro’s particular headcount decisions, I can say that when RPGs meet money, good things don’t usually happen. Indeed, Hasbro’s reported tabletop gaming revenue in one quarter of 2023 was $290 million, or 50% larger than the entire tabletop RPG industry for the whole year of 2022. By that math, Magic: the Gathering alone is roughly six times larger than every TTRPG combined on a revenue basis. Ouch.

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The Game or the GM?

One of the most controversial questions in the tabletop RPG hobby is ‘What makes a good game’. Entire philosophies of play are built around the idea that you don’t need much in the way of mechanics, and entire other philosophies of play are built around the idea that those mechanics are essential to creating the desired experience in a session. The reality, of course, is messier than either of these. We’ve all heard that “Every game is good with a good GM”, but that doesn’t actually mean that every game system that makes its way to a group’s table is, well, good.

In order to fairly review a game you need to understand what the game brings to the table, yes, but you need to understand the same for your GM. Good GMs can run good games with bad systems by working around or even ignoring aspects of a game system, as well as supplementing the system with experience or house rules from other systems and campaigns. Similarly, bad GMs can create bad experiences with good games by interpreting rules too rigidly or loosely, failing to do the right amount of prep for the system, or using the mechanics for situations in which they weren’t intended to apply. While no game can fix a bad GM who is truly set in their ways, good games can, though good writing, help inexperienced GMs avoid the pitfalls I’ve mentioned.

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Turning the Page on Digital Distribution

The last ten to fifteen years of the RPG hobby have played host to a veritable explosion of content, from highly original new games to revivals of decades-old games and everything in between. A significant building block of this renaissance was digital publication. Instead of shelling out thousands of dollars for a print run and then having to find a distributor, a designer could create their game in PDF form and put it up for sale on a marketplace like DriveThruRPG, all for no upfront cost beyond whatever time it took them to design the game in the first place. This has made roleplaying games cheaper, more diverse, and more accessible than ever before.

The trouble with digital versions of RPGs does not lie in their economics; the real issue is that RPG PDFs are treated as ‘digital versions’, as facsimiles of a game whose platonic ideal is a bound paper book. I won’t mince words: Selling identically laid out books and PDFs is and will always be a usability failure. The way we use books and the way we use our digital reading devices, be those laptops, tablets, or e-readers, are completely different, and trying to use the same document these two ways usually leads to a suboptimal experience in both.

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The Trouble with Licensed RPGs

The RPG hobby is in the midst of a significant supply-demand mismatch. With high switching costs and higher still depth of play, most hobbyists stick with one or a couple games and tend to funnel their dollars towards known quantities with existing fanbases and deeper supplement libraries. Meanwhile, there is the appearance that designing a game takes only incrementally more effort than simply running an existing one, something reinforced by the over 130,000 products on DriveThruRPG (most of them selling fewer than 50 copies). Designers struggle to differentiate in this environment, which makes the strategy of hitching your proverbial wagon to an existing property as popular as it ever has been.

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What are RPGs made of?

The roleplaying experience cannot be solely defined by which books you pick up at your hobby shop. More than essentially any other medium, RPGs are changed by the people who play them and what they attempt to do with the game when they play. It is both the medium’s greatest strength and its greatest source of annoyance when trying to both critique published RPGs and set standards of good play.

If there’s one thing the RPG community is better at than anything else it’s talking past each other, and in a way this is inevitable. Every game and everything about each of those games which makes them good, bad, memorable, or forgettable is dependent on the people sitting around the table (on the discord, in the LARP space) actually playing. Now, this human element doesn’t discount what the rules bring to the game, and the ability to enjoy yourself in spite of a game doesn’t make it good (likewise, having a game bounce off your group because of your particular preferences and predilections doesn’t make it bad). This does mean, though, that we need to know what we’re talking about.

RPGs are more complicated than other games because they present three separate surfaces of writing which, in other media, either aren’t separated or don’t exist at all. The RPG system is the scaffold, the underlying mechanics, rules, and math which define how games work. The game is the group of elements built around that scaffold, the setting, procedures, and options which tell the players what the game is actually about. Finally, the campaign is the game itself, either from the players’ heads or from a pre-written adventure or two (or three). These elements in total build up to the game a group will actually play, and all of them bring something different and important to the final product.

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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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