RPG Player Decisions: Emotional vs. Rational

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I’ve been reading a lot of psychology books lately that talk about things like cognitive biases and the differences between the emotional and rational parts of human brains. It has crystallized an RPG design idea that I think is worth articulating: When RPG players make decisions for their characters, they want to have the character do the artistically appropriate thing as decided by the emotional part of the player’s brain, but also be able to rationalize that decision in terms of the mechanics with the rational part of the player’s brain. (This is really just a specific case of the way most people make most decisions). I think this is an important part of making the fiction matter in RPGs.

Ryan Macklin gave an example of this principle breaking down on his blog today. When one choice is obviously mechanically better then the rational part of the player’s brain will feel obligated to pick the most mechanically advantageous option, even if the emotional part of the brain thinks its an unsatisfying one. In my opinion, this kind of breakdown usually manifests as either one-note characters (if the player follows the obligation) or a reduced emotional connection to the game (since the the player is using emotional energy to deny the obligation and play the character “right”).

My current thinking about the best way to avoid this trap is to have different decisions map to mechanical options that are difficult to compare quantitatively but still have easily articulated mechanical upsides, such as a “do well now” vs. “get a resource that will let me do well later” decision. If the rational part of the brain can identify a good reason for the choice it won’t feel an urge to override an emotional choice, and won’t worry too much about determining if its the “best” choice as long as it’s a good one. So, for example, if a decision between combat and conversation is the choice between doing well or doing poorly, the rational part of the brain has an obvious preference, but if the decision maps to “do well now” and “do well later”, then the rational part of the brain can be comfortable with either choice because they can both be rationalized as valuable things.

I’m not sure this thought is fully formed yet, but I wanted to get it out there. It also requires players to be emotionally engaged enough with the fiction to make those emotional decisions. If they’re not, they might end up stuck in analysis paralysis if it’s hard to decide on a mechanical choice. I’ve tried to cook some of my thinking on this topic into the dice mechanics in Final Hour of a Storied Age, but I’m not 100% confident they’re the best they can be.

 

Compliance Techniques and RPG Design 4

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Continuing my series about the commonalities between RPG design patterns (an RPG’s system is the means by which the group agrees to imagined events during play) and the ideas presented in Robert B. Cialdini’s Influence: The Psychology of Persuasion (certain human behavior patterns can be leveraged to get people to agree to things), I next want to talk about liking. Cialdini talks about the seemingly uncontroversial idea that we most prefer to say “yes” to the requests of someone we know and like. Most games are played with friends, so all RPGs probably rely on this general principle to some degree.

“Compliance professionals” have figured out some interesting ways to leverage this idea even when they don’t start as the target’s friends. For example, Tupperware has built an entire business model that leverages existing relationships: at a Tupperware party people buy because they know that the hostess – a friend! – gets a cut of the take. Another example is an effective sales strategy: a salesperson gets prospect X to admit to liking a product and then gets X to offer up name of a friend, Y. The salesperson says to Y, “X suggested I talk to you about this product.” Y finds it hard to turn the salesperson away, since it would feel like rejecting friend X, even though X might not care at all if Y buys the product.

Several factors contribute to liking someone. One factor, whether we like to admit it or not, is that we tend to like people who are physically attractive. Researchers have found that physical attractiveness has a halo effect: we automatically assign to good-looking individuals positive traits like talent, kindness, honesty, and intelligence. Most of us aren’t aware that this is happening – even in experiments where physical attractiveness has a measurable effect most of the subjects deny that physical appearance has much impact on their decisions. RPG designers can’t generally control for the physical appearance of the participants (although it does potentially raise some interesting questions about LARP design), but I would guess that having attractive game components like miniatures can play a similar role in increasing players’ willingness to accept things into the fiction. Although the research presented in the book tends to focus on the visually appealing, I imagine that any “attractive” feature ought to have a similar effect. Good in-character acting or the “funny voices” school of GMing, for example, may have halo effects – if a player is regarded as a talented performer they may also have other positive traits unconsciously assigned to them like sound storytelling sensibilities. Games that encourage acting in character may be using this effect.

Another element that contributes to liking is similarity. For example, researchers have demonstrated that we are more likely to agree to do things for people who dress similarly to us. When examining trade-ins, car salesmen often try to find evidence of the customer’s interests or background to be able to claim similar interests or background because this makes customers more likely to agree to the salesman’s offer. RPGs that define particular character traits as choices from limited lists may be (unwittingly?) benefiting by offering easy points of similarity – players may be more inclined to accept contributions from “the other elf” or “the other lawful character”.

Cialdini points out that we tend to like people who seem to like us. Compliments, even when coming from someone who obviously has something to gain by flattering us, seem to improve our reactions to the complimenter. Although sometimes maligned, many RPGs feature “good roleplaying awards”, which are essentially mechanized compliments. One interesting peer-based “I liked that” system which is widely praised is the fan-mail system in Primetime Adventures. While most people focus on the overt “do more of that” message of fan-mail, the recipient of fan-mail almost certainly also experiences appreciation for the giver, and is therefore more likely to accept the giver’s future contributions.

Even without some other feature that makes someone especially likeable, continued contact with anybody seems to have an effect. The more frequently we encounter someone the more we like them, and the more we are likely to agree with what they want. Many RPGs stress long-term campaign play, perhaps leveraging this effect. There is a caveat, however: continued exposure to a person or object under unpleasant conditions such as frustration, conflict, or competition leads to less liking. Cooperative interactions seem to be the key. As an example from the “compliance professional” world, police officers who use the Good Cop/Bad Cop routine are relying on the seemingly cooperative relationship formed between the suspect and the Good Cop in order to get the suspect to offer the confession the Good Cop wants. It’s probably not a coincidence that the most popular long-term RPGs are strongly cooperative.

Since humans, like Pavlov’s dogs, are also subject to the principles of conditioning and association it turns out you don’t even need to like the people asking you for something as long as they can associate themselves with something you do like. For example, researchers have demonstrated that people tend to become fonder of the people, things, and ideas they experience while eating (there are a few games out there that put the idea of eating while playing directly into the rules). Licensed RPGs almost certainly leverage this effect – being attacked by a monster you remember from your favorite novel series is usually far more palatable that being attacked by a monster you’ve never heard of before. Cthulhu RPG players, for example, seem content to have all manner of horrible things afflict their characters in the process of celebrating their mythos fandom.

Cialdini also explains that feelings of association tend to be strongest when the association is with something positive. For example, when sports fans discuss the performance of their favorite teams they’ll often characterize a victory as “we won” but a defeat as “they lost”. In RPGs, this association-with-positivity effect might have an impact on Burning Wheel‘s helping dice mechanic: success is more likely when you are helped, so you are likely to build positive associations with those that help you. Researchers have also shown that the desire to “bask in reflected glory” is strongest when prestige (public and private) is low, because we feel a need to help restore our image. This might explain why players can resent “kill-stealing” when their character is doing well but will cheer with delight when another player strikes the killing blow in a hard-fought combat.

 

Compliance Techniques and RPG Design 3

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Continuing my series about the commonalities between RPG design patterns (an RPG’s system is the means by which the group agrees to imagined events during play) and the ideas presented in Robert B. Cialdini’s Influence: The Psychology of Persuasion (certain human behavior patterns can be leveraged to get people to agree to things), I next want to talk about social proof.

Since humans are social animals, we often determine what is correct by finding out what other people think is correct. This is especially true when it comes to determining what is correct behavior, which we attempt to do by observing the behavior of others or by inferring their behavior from evidence. For example, at an unfamiliar social event most of us will adopt the strategy (either consciously or unconsciously) of “do what everybody else is doing” to fit in. Leveraging this tendency, “compliance professionals” can get us to do something by showing us evidence (either real or manufactured) that other people are doing it. Bartenders will start their shift by putting some money in the tip jar so that customers will think that other customers are putting money in there and follow suit. Clubs create artificially long lines outside so that passers-by will think that “everyone” wants to get into that club. Social proof works most powerfully when observing people that seem like us, which accounts for the common advertising trope of seeing “regular people” enjoying the product in question. In the RPG context, there’s an interesting trend of including replays in rulebooks (Fiasco, for example) which are accounts of actual people (just like us!) playing the game. By giving players someone to emulate the rules can get us to behave the way the designer wants us to, and accept other players behaving that way.

Apparently we are most prone to looking to others for cues to acceptable behavior when we are unsure of ourselves, such as when the situation is unclear or ambiguous. One particular interesting manifestation of this is that people encountering ambiguity as part of a group are less likely to take action than when alone – if you see the other people in the group not acting that’s a subtle cue to you that you shouldn’t act either (and they’re picking up the cue from you because you’re not acting either). In the real world this can have the effect of crowds not helping victims of crime or accidents if it’s not clear that help is needed. In an RPG context there’s a common pattern in games where the session starts slow because no one makes the “first move” to get things rolling. In the real world, the recommended solution for getting help from a crowd is to single out individuals and ask them for help. In RPGs, a common solution is to put individual players “in the hot seat” by demanding that their character respond to a specific situation that is especially relevant to them (Sorcerer‘s kickers, for example). Even if the other players aren’t responding to the situation, they aren’t “like us” anymore because they haven’t been singled out, so we are less likely to copy their apparent inaction.

I can’t think of many RPG designs that consciously leverage the ideas from this chapter as much as the previous two. In actual play, though, I think it shows up a lot – experienced players use role-modeling all the time to introduce new players, for example, and many games require someone to “break the ice” before the game starts to hum. If I’m right that not many RPGs use these techniques to get players to accept “unwelcome content” then it may be a fruitful area to mine for design ideas. Creating asymmetry between players, for example, might help move the “center of gravity” for what the group will accept because our social proof instincts won’t account for that asymmetry.

 

Compliance Techniques and RPG Design 2

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Building on my previous post about commonalities between RPG design patterns and the ideas presented in Robert B. Cialdini’s Influence: The Psychology of Persuasion, I next want to talk about commitment and consistency.

According to Cialdini’s research, if I can get you to make a commitment (that is, to take a stand, to go on record), I will have set the stage for your automatic and ill-considered consistency with that earlier commitment. Once a stand is taken, there is a natural tendency to behave in ways that are stubbornly consistent with the stand. Once a person has said something, they don’t like to go back on what they’ve said – they will instead adjust their future behavior to keep in synch with their newly committed “self image” rather than backtrack. Once a person agrees that they believe in a particular point of view, for example, they are more likely to provide time or money to support an activity consistent with that point of view than if they had simply been asked for the time or money point-blank – refusing the request would feel like a violation of the “self image” they’ve established for themselves as a believer.

A “compliance professional” example of this is a technique sometimes seen in car dealerships: A prospective customer is presented with a very attractive price as a special deal. The salesman starts working up the paperwork, financing, etc., but then before the deal is closed a “mistake” is discovered in the price and the salesman says he’s only allowed to complete the sale at a “correct” higher price. Since the customer has already committed to wanting to purchase this particular car they are unlikely to call off the deal, even if they wouldn’t have originally agreed to purchase at that price.

An excellent example of this in RPGs is the conflict mechanic in Dogs in the Vineyard. Before the conflict mechanic can be engaged, the players and GM need to agree on “what’s at stake” in the conflict and the opening “arena of conflict” – talking, physical, fighting, or gunfighting. Players will often quickly agree to verbally argue with an NPC over disagreements. Once the mechanical conflict mechanism begins, the GM uses game-mechanical resources to resist the player, requiring the player to use resources of their own to push for their side. Since the resources get used up, the two sides always have the option of “escalating” (moving to a new arena of conflict) to get more resources to push for their position. Throwing a punch instead of an insult, for example, would escalate from talking to fighting. In this way, the game encourages players to have their characters perform actions that seem extreme in retrospect relative to what was at stake in the conflict. The “did we really do the right thing when we shot that woman for cheating on her husband?” feeling is a really compelling feature of the DITV experience, and it’s achieved by getting players to commit to wanting a goal when the cost is low (“just talking”) and then getting them to stay consistent with that goal rather than admit they don’t really want it as the price of staying in the conflict goes up.

A further nuance to this commitment phenomenon is that putting the commitment on paper seems to deepen the commitment. Writing things down makes them feel more “official” to us, and can also apply social pressure when we realize that others can read our words (we are all strongly averse to seeming inconsistent to our peers). One “compliance professional” method of leveraging this is that door-to-door sales organizations find that cancellations drop dramatically when the customer, rather than the salesperson, physically fills out the order form. An obvious example of this in RPGs is writing Beliefs in Burning Wheel – having written Beliefs seems to be a much stronger motivator for character action than simply keeping a nebulous “character concept” in the player’s head, even though Beliefs can be changed at virtually any time.

Another aspect of commitment is that people tend to value something extremely highly if they’ve gone through a great deal of trouble or pain to attain it. Rites of passage in cultures around the world, or even fraternity hazing, demonstrate this. Anyone who makes it through the ordeal finds it much easier to believe that being a member of the organization is very important (otherwise they wouldn’t have gone through the ordeal, right?). A potential RPG example of this might be groups who value system mastery in complex, crunchy systems but during actual play will skip using the rules in favor of freeform roleplaying – rather than being used as procedures for play, mastering the complex rules can serve as a signaling mechanism to the rest of the group that you’re the kind of “serious gamer” that they want to freeform with, someone who’s not going to flake out or introduce fiction that will “ruin” the story that they are invested in.

The way that outside pressures can impact commitments is really interesting:

“Social scientists have determined that we accept inner responsibility for a behavior when we think we have chosen to perform it in the absence of strong outside pressures. A large reward is one such external pressure. It may get us to perform a certain action, but it won’t get us to accept inner responsibility for the act. Consequently, we won’t feel committed to it. The same is true of a strong threat; it may motivate immediate compliance, but it is unlikely to produce long-term commitment.”

When dealing with children, for example, it’s been shown that strong threats of punishment are less effective at achieving long-term behavioral changes than milder urging (the old “I’ll be disappointed ” approach).

This interaction between pressure and commitment may be related to the dissatisfaction that many people feel when FATE‘s compel mechanic is used to try to steer characters to make particular moral choices, or when a player feels obligated to use a suboptimal skill in a situation because “that’s what my character would do”. By connecting a too-strong mechanical reward or punishment to the choice, the player is unable to feel committed to it.

Update: One huge RPG example of written commitment that I want to revisit in the future is GM prep.

 

 

Compliance Techniques and RPG Design

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A few weeks ago I read the really interesting Influence: The Psychology of Persuasion by Robert B. Cialdini. It’s a book that talks about the psychology of “compliance techniques”, mechanisms by which people are convinced to agree to things. The book identifies several reliable patterns of human behavior that can be leveraged to get people to agree to things, and illustrates the points by talking about both controlled psychology experiments and empirical observations of people who are successful at getting people to do things (salespeople, fund-raisers, recruiters, etc.). While an interesting and enjoyable read in its own right, what fascinated me were the correlations I noticed between the ideas in the book and some effective RPG design patterns. This shouldn’t be surprising – compliance techniques are about getting people to agree to things and the standard “Lumpley Principle” Forge definition of RPG system is “the means by which the group agrees to imagined events during play” (emphasis added). I’m hoping that looking at some RPG mechanics through the lens of these compliance techniques might provide some useful insight into RPG design.

The first principle identified is Reciprocation: we want to repay, in kind, what another person has provided to us. The most common way that “compliance professionals” leverage this is to provide an unsolicited favor for someone and then ask for a favor in return – charities that send a sheet of free address labels along with their requests for money get a much better response rate than those that just ask for money. The most obvious RPG analog here is turn structure: I let you take a swing at my guy, now you need to let me take a swing at yours. I accept some of your fiction, now you have to accept some of mine.

A more nuanced use of the Reciprocation rule is to offer a reciprocal concession. “Do you want to buy our top-of-the-line model? No? Maybe our mid-range model is more in your price range.” Even if you weren’t originally in the market for anything at all, you are more likely to consider parting with your money after this exchange – after all, the emotional part of your brain is thinking that the salesman moved a bit on his end so it’s only fair for you to move on yours. An RPG analog is the saving throw:

GM: When you step on the floor you trigger a fire trap. Take 10 damage.
Player: No fair!

vs.

GM: When you step on the floor you trigger a fire trap. It does 20 damage, but roll your Reflex save for half.
Player: [rolls dice] Whew! Made it! Only 10 damage for me!

In the sales technique, even if the salesperson is using using a fixed “start big, then offer a concession” strategy, it feels like you have negotiated them down and you therefore feel more responsible for the final deal. In an RPG, offering the saving throw makes you feel like your character’s abilities are the deciding factor rather than an arbitrary GM decision to cause damage.

I’m sure there are more examples. I’m hoping to make this a series of blog posts laying out the basics (this was just the broad outline of ideas from a single chapter) after which I’ll be able to dive into a little more depth.

 

Brick & Mortar Playtest

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I did some playtesting of Brick & Mortar: Last of the Independents. Audio from the session is posted as Episode 27 of the Designer vs. Reality podcast and there’s a discussion thread on The Forge where I recorded some of my observations from the session.

 

Brick & Mortar: Last of the Independents

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I just submitted a game to the April 2011 Round of The Ronnies. I used the terms “amazon” and “chains”, and it’s a pretty rough draft since the rules of the contest call for games to be created from scratch in 24 hours.

It’s called Brick & Mortar: Last of the Independents. It’s a GM-less game that follows the story of three or four characters that converge on a failing retail establishment during a catastrophic situation like a zombie apocalypse or alien invasion.

 

Final Hour of a Storied Age 0.68

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A new playtest draft of my epic fantasy roleplaying game is available: Final Hour of a Storied Age rev 0.68. The new draft has been revised for clarity but doesn’t have any mechanical changes from 0.67.

Changes in 0.68:

  • Clarified: viewpoint dice –> story dice, adversity dice –> story dice
  • Clarified: story dice and active traits don’t cross chapters
  • Added examples to playing out an exchange
  • Added examples to spending story dice
  • Added rules summary to Starting a New Chapter
  • Added rules summary to Playing Out a Chapter
  • Expanded play advice section

The default PDF has digest-sized pages which are meant to be read in 2-up view. The pages fit side-by-side on a landscape oriented 8.5×11 page, but it can be tricky to get the PDF to print out like that, so I created this printer-friendly version, too: rev 0.68 printer friendly (it also replaces the shaded boxes with outlines).

 

Storied Age featured on Mom’s Basement Podcast

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Episode 26 of the Mom’s Basement Podcast has a discussion of Final Hour of a Storied Age based on a playtest they did. There are some interesting thoughts and feedback, and I learned even more by listening to the audio recording of the session that they sent me (including some places where they way they were playing wasn’t the way I intended, highlighting places the rules need work). I have some followup comments on the RPGCrosstalk discussion thread for the episode. The “verite” style of the podcast probably isn’t for everyone (and they used at least one word I wish they hadn’t), but I appreciate their playtesting and their feedback.

 

[Ingenero] Initial Thoughts

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This is the second post in my Dan Reads Games series, in which I give focused feedback attention to designers that ask for it. This time we have Steve Mathers’ Ingenero.

I first encountered this game in Steve’s thread on Story-Games where he was trying to attract playtesters. His description of the game seemed somewhat genertic, so y initial reaction to the game in the thread was: “What makes this game special?”. After skimming the rules, I refined that to: “Why would I play this game rather than something like Burning Wheel or FATE?” I’ve read the whole thing now, and I’m still not sure I know the answer. I don’t say that to be dismissive, but games like Burning Wheel are proven games with well-established player bases, so a game that’s competing for attention with games like that needs something to distinguish it. I also think that having a strong vision for what it should feel like to play the game will help in refining the design. Steve might have that in his head, but I haven’t been able to figure out exactly what he’s going for yet.

First, some editorial points about the writing and presentation: I’m picking up a lot of passive-voice style writing here, and it makes it hard to engage with the text. There are lots of “shoulds” and “cans”, and instructions are frequently described as “the players do X” instead of using imperatives like “do X”. The extensive use of bullet points in the beginning is pretty rough, too — when I’m reading a game I don’t want to be reminded of interminable meetings with terrible powerpoint presentations (bulleted lists are for occasional emphasis, not a primary form of communication). The speed at which readers can consume the text will have an impact on how well they can comprehend the rules. Talking about this stuff may seem nitpicky, but the readability of a game does matter. I’m not saying to go nuts with layout or illustrations is necessary (although a format with fewer words per line would also help), but some of these readability issues can be fixed without a huge investment. The big note at the bottom of page 2 was pretty galling, too:

If you are only going to read on section of this document carefully, …

I interpret this as a message to the reader: you are dumb if you read this whole document. It definitely put a sour taste in my mouth as I kept reading.

On page 3, we get the rule: “Players should always refer to all characters by character-name rather than “I”, “You”, or players’ names.” I’m not sure what this rule is for. It doesn’t seem like it’s an immersion cue, since ruling out “I” would work against immersion.

In Backgrounds, we come to the first area that I have big problems with mechanically. Backgrounds are player-authored traits that determine how many d10s a player rolls to accomplish something in a conflict situation (more dice is better). A player rolls dice from exactly one background per roll based on the background that “best suits the undertaking” (a GM decision?). What this means is that the breadth of a trait has a huge impact on character effectiveness. I worry quite a bit about how strong the temptation to write cheesy expansive backgrounds will be (using someone’s tolerance for cheesiness as a balancing factor is dangerous business in game design, since it encourages people to live at the cheesy edge…). I also worry that people who make arbitrary decisions at chargen that turn out to rarely come up in play will be very disappointed — there’s no mechanism in the game that feeds background choice into situation generation (except the GM’s sense of fairness). Having two backgrounds that turn out to overlap in a particular situation is probably going to suck, too: you only get to roll a small number of dice instead of the dice you could have rolled if you had combined them into a mega-background. (Player-authored traits are cool, but they are vulnerable to a variety of problems. I talked a bit about how I use them in my game in this Forge thread.) I get the impression that character effectiveness in challenges will have a big impact on whether characters achieve their goals, so I am concerned that an arbitrary decision about how to word backgrounds can have such a big effect on character effectiveness.

In discussion of the motivations, there’s an example of another issue I noticed cropping up a few times in the rules: “If circumstances occur where the player can demonstrate clearly that a character’s motivation should be changed or removed, they get 10 reward points”. This rule is written as if the players already know how to play the game. If I can demonstrate they should be changed, I get ten points. What are the criteria by which I would know that they “should be changed”? The rules don’t say. I can guess, but I shouldn’t have to (I would guess that it’s kind of like buying off Keys in The Shadow of Yesterday or dramatically working against a Belief in Burning Wheel or Mouse Guard). Similarly, there are a few places where the game tells me I should play it “like a traditional RPG”. I found that a bit off-putting — I’d much rather I just be told clearly and concisely how to play this game without any expectations of what other games I have or haven’t played.

On page 5 and 6, the rules for situation generation come across as weak to me (but, see below!). The strong “consensus” vibe of these rules makes me worry about a bland story-by-committee approach. Consensus has its uses in RPGs, but there’s a reason that games build asymmetric information and creative constraints into most of their procedures.

Signature Plays have some interesting stuff going on, we have the same breadth issue as backgrounds — it is clearly mechanically more beneficial to have a signature move that applies in more situations (which means people are going to feel dumb if they actually follow the advice in the text about hyper-specificity). The other danger of overly specific signature plays is that they are going to show up over and over and over again as players learn to position themselves so that they’ll be able to bring their big guns into play (I’ve seen this happen in Dogs in the Vineyard — when you have a DITV trait with lots of big dice, you’re tempted to find a way to use that trait in every conflict). Using the same signature play repeatedly will probably get tedious, especially if the signature play has a lot of specificity (just like seeing a really colorful trait get overused in DITV gets boring). Reducing the effectiveness of the 2nd, 3rd, etc., use of a signature play ought to limit the temptation to spam the signature play in a single contest, but the invocation of that rule turns on a judgment call (made by the GM?) about whether characters have been able to “critically observe the play in action”. Having character effectiveness balanced against judgment calls can introduce some unpleasant psychological effects (e.g. you can “go easy on” someone in a tough spot, but if they get out of it you will feel like they did it because of your generosity).

On page 14, we get an example Story Phase. Yes! Yes, Yes, Yes! I have been pretty rough on the game up to now, but this is something done well. It shows me how to play the game! Woohoo! I noticed here, in the actual example, that the Story Phase is nothing like I imagined it would be when I read the rules for it. I see a GM with a very strong hand on the tiller, guiding the players to make some very specific decisions, setting up a vague situation which the GM is planning to fill in with details once the challenge starts. The example reads to me like a fun game. I wonder if Steve is actually translating the “how to GM” rules that he’s implicitly expecting people to use into the actual rules of the game. This is usually a pretty tricky thing to do — lots of GMing techniques are done instinctively by “good GMs”, so it doesn’t even occur to them that they need to explain how to do them. I find that games that give procedures and guidance for these sorts of things to be stronger games.

When the game got to the GMing section, I was a little disappointed to see how much of the game turns on arbitrary GM decisions. How much do you need to do to achieve a goal? Enough to satisfy the GMs aesthetic judgment that you’ve done enough to deserve to get it. How much opposition do you face? Whatever the GM thinks is appropriate. This is pretty much standard “trad game” GMing, but I personally dislike it. When the players’ success or failure is essentially determined by my arbitrary GM decisions I can’t be happy for them when they succeed (because I was the one who gave them the success) and I can’t sympathize with them when they fail (because I’m the jerk who decided that they should fail). The game seems to go through a lot of trouble to convince the players that their goals are real and important to the game, so I was a bit disappointed about the fuzziness that the rules insert into achieving the goals. When I first started GMing Mouse Guard, I decided to dynamically choose the opposition as we went. It sucked — the players’ successes felt like charity. When I switched to prepping the sessions beforehand, with a hard and fast rule for myself about not backing off even if they were having trouble, the game became incredibly fun. When they succeeded at the missions it was awesome. When they failed it was tragic. Removing my judgement calls from their success or failure meant that they owned their own success or failure, and let me appreciate their contributions instead of just putting on “the GM show” for the session. There are several alternate approaches to removing dynamic judgment calls from the process (e.g. decide during prep, use mechanical budgets, etc.), so I hope Steve at least considers using some of them (unless this “judgment call” feeling is what he’s shooting for in the design).

So those are my initial thoughts. I wish they weren’t so negative, but as I said originally, when I’m asked my opinion I feel compelled to be honest (and I hope Steve isn’t completely surprised by my take on the game). Hopefully Steve will find something valuable here, and won’t feel like I’m just beating up on him or his game. I might have some more nuanced opinions about some subtler issues in a later post, but I wanted to give my initial impressions while they were still fresh in my mind.

 

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