Tag Archives: Opinion

Gaming groups and the social ‘system’

Moreau Vazh wrote an excellent post on their blog Taskerland, entitled “System Matters, Explicit Mechanics Less So”. Framing the debate on rules density historically, the post points out that gaming groups end up behaving in patterns similarly seen in many groups of people who have come together to do something creative. Of course, given that the norms of roleplaying are a great deal younger than, say, the social conventions of playing music in a group (an activity which is highly delineated and has many, many titles associated with said groups), there’s still a lot of push and pull in terms of figuring out how everyone actually wants to roleplay. Many of the norms we do have were developed either from prior art (often wargames) or came up simply because they were written into D&D back in 1974 (or perhaps a few years later, depending on the actual rule). Either way, these norms are still evolving, and as Vazh correctly points out, the hobby spends way more time agonizing over mechanics than attempting to understand the social dynamics which lead to game preferences and styles of play. And this leads to the core thesis of the Taskerland post, that ‘system’ is so wrapped up in the social norms and conflict resolution approaches of a group that the way a group plays games often transcends mechanics.


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Is Grimwild the next Dungeon World?

When Dungeon World was released in 2012, it slammed the door to Powered by the Apocalypse open so hard it broke the hinges. By taking the recipe crafted in the Baker House and mating it to the memetic power of Dungeons and Dragons, suddenly everyone could see what was so powerful about PbtA. Of course, Dungeon World was hardly a perfect recipe. Using the architecture of ‘moves’ established in PbtA but keeping both the stats and classes of D&D made for an incomplete match, and some of the mechanical choices made to get the two to pair up have received more significant criticism now that the design community has had a good decade and a half to really figure out what PbtA is. Still, the combination of a solid foundation and a lot of good ideas made Dungeon World into a rare specimen: The commercially successful fantasy heartbreaker.

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Diegesis, Mimesis, and You

The term ‘diegesis’ (and derived adjectives ‘diegetic’ and ‘non-diegetic’) comes from film criticism, but has been used recently in RPG critique. In essence, diegesis defines the narrated world relative to the viewer (or in our case, the player). This is somewhat of a heady, academic definition, so let me give an example. In a movie, the soundtrack is typically non-diegetic. That means that the music playing that the audience hears does not interact with the narrative, with what’s going on on the screen. In some cases, though, the soundtrack is diegetic, meaning that the events of the narrative do interact with the music. The perfect example of that would be musicals: The soundtrack you hear is in fact the characters breaking into song, that is part of the narrative and the world.

And just like musicals, roleplaying games are creating assumptions about their worlds that do not align with the real world. You are never going to suddenly hear a musical cue and break into song while waiting for a bus; similarly you will never find yourself suddenly able to rebuild an engine or speak Mandarin because you were able to invest ‘skill points’. These aren’t bad things: both dramatic works and games are designed in service to their goals as art and entertainment, not to be ‘realistic’ or ‘grounded’. On the other hand, there is a vast world of critical opinion around how much the conceits of both films and games live in either diegesis or exegesis (the realms of the narrative and the audience, respectively); calling musicals divisive would be putting it mildly, and the same can be said about RPG mechanics which treat the characters more like narrative game tokens than extensions of the player.

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The three layers of Triangle Agency

Depending on how you look at it I either chose the best or the worst time to read Triangle Agency. Over winter break I finally beat Control, and found I absolutely loved its setting and vibe. The whole reason I picked it back up again (after getting stuck with it many months ago) was that I had also finished reading all four books in Jason Pargin’s John Dies At The End series, and in doing so discovered that I actually love cosmic horror so long as that schmuck named Lovecraft isn’t involved. When Triangle Agency, a game I thought looked kind of interesting when it was funding on Kickstarter, started picking up some end-of-year momentum, it seemed like a perfect complement to all the other horror/conspiracy media I had been consuming.

In fact, Triangle Agency followed so closely in the footsteps of Control that by the time I finished the player section, I was unclear on how it was going to differentiate itself. Cute-but-horrific is the artstyle of the book, and I wasn’t loving it compared to Control’s “dead serious but yet so absurd you’ll still laugh”. However, as I finished reading the GM’s section, my opinion of the book had picked up dramatically. This is, in part, because Triangle Agency is not Control, but in part because the most interesting ideas in the setting are back there in the GM’s section, telling you how to turn a light and kind of goofy monster-of-the-week game into the conspiracy horror game Triangle Agency actually wants to be.

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The intent of RPG reviews

It’s another new year, and I am once again asking, in one form or another, the same question I’ve asked myself in January for several years now: Why am I here? Why do I want to be here, writing about roleplaying games? Now, I’m not asking this question because the spark is gone or it feels futile (it does some of the time, but hell if that’s going to stop me). Instead, I’m checking in on myself. What am I trying to do? Am I succeeding in that?

This year, I’m also asking: Why are you here? I don’t necessarily mean at this site specifically, but why are you reading about RPGs online? More specifically, why are you reading RPG reviews? I know for a fact that the reason many go to read reviews is not exactly aligned with the reason I write them, and that’s likely why I felt the need to discuss the intent of RPG reviews.

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Crowdfunding Carnival: January, 2025

Welcome to the first Crowdfunding Carnival of the year! No way around it, it’s a slow January, like many that have come before. Indie designers are often holding their cards until ZineQuest (formally announced in December), and major publishers are focused on closing out the year, which often means entering the new year with no projects on the slate (lest there be liabilities with no revenue recognition). As such, coming out of the New Year’s holiday there is often a small slate of projects, if any worth reading at all.

But fear not! This month’s update will be short but sweet, with three projects that are certainly worth looking at. While there are no major publisher campaigns active at the moment, there are two small format games tackling ambitious topics: Civilization building and mashing up time travel and giant robots. Then, we have a large-format labor of love which, though it follows in the footsteps of those before it, is still worth some consideration.

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Role-Playing Games in Psychotherapy: A Non-Therapist’s Review

While roleplaying games can certainly allow players to explore certain things and work through some stuff, an important axiom to remember is that your GM is not your therapist. Therapy is a serious business, and you shouldn’t be unloading your psychiatric needs on someone who is not trained to handle it (or try taking on those needs yourself, if you’re the GM), for their good and your own. Unless, one supposes, they were your therapist first, and are now running a game for you as part of your usual appointment.  Such is the purpose behind Role-Playing Games in Psychotherapy: A Practitioner’s Guide by Daniel Hand.

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Tales of the RED: Hope Reborn – Cyberpunk RED Campaign Review

For decades of R. Talsorian Games’ Cyberpunk line (both in realspace since 1992 and in-universe since 2011), The Forlorn Hope’s been a bar where those Night City denizens who refuse to play by the Corporate rulebook go to unwind, connect, and reaffirm their humanity. But today (2024/2045), in the Time of the Red, The Forlorn Hope’s in trouble! Will this classic Night City institution die a whimpering death or survive and thrive, helping the next generation of cyberpunks navigate life on The Edge? Well in game that’s a question only you and your Crew can answer… but in the real, we’re going to be seeing how Tales from the RED: Hope Reborn can answer the same question!

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Level One Wonk Holiday Special: 2024

Happy holidays to gamers here and around the world! It’s that time again where I settle in at the end of the year, make a comforting hot beverage and review what’s gone on in the last twelve months. And, to be completely honest, it’s been a doozy. In the gaming world, 2024 was a year of D&D, the game’s 50th anniversary being a banner event that led to the release of the new 2024 version of the 5e handbooks (I guess we’re not supposed to call them 5.5e, but come on). At the same time, the goliath that is D&D has taken some licks; the self-inflicted wound that was the OGL fiasco led to significant fragmentation in the high fantasy subgenre defined by, well, D&Ds. Daggerheart, Draw Steel, and Tales of the Valiant all brought forth new takes on the 5e formula, and were a double-edged sword in terms of D&D’s monopoly: On one hand, that version of fantasy, the swords and sorcery slash Tolkien mashup that existed nowhere except D&D in 1974 and now exists everywhere, is still the most popular RPG genre in the world. On the other hand, a wide range of 5e players took a look at other games, and if D&D didn’t end up being their first choice for D&D things, they definitely ended up looking at other games for other genres.

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