The Game Designer and the Clown

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March 16, 2022

Recently, I was accused of writing an opinionated blog based on my own experiences.

Seriously. That’s almost a verbatim quote.

Now, I know what you’re thinking. Because I was thinking it too. “No s$&%. Of course, I just write my opinions based on my own experiences. That’s all anyone does. Anyone who doesn’t write boring old facts like two plus two equals four and the Declaration of Independence was signed in July of 1776.” Once you get past the basic fact, everything else is opinion and interpretation. And that’s entirely based on your own experiences.

Oh sure, you might think you have evidence for a given interpretation. But even then, you’re only writing based on your experience of that evidence. For example, in the three and a half decades I’ve been running role-playing games, I’ve run games for literally hundreds of players. I know, I once did a quick estimate thingy to see based on the number of ongoing campaigns I’d run for different people, the average number of convention and game store games and club games I’d run for strangers, one-off games for friends and family, that kind of thing. And since I started this Angry GM thing a decade ago, I have interacted with dozens of professional gamer designers and content creators and event professionals and thousands of amateur game masters all over the world. But those are all still just my experiences.

And when it comes to roleplaying games, there’s really no objective facts to talk about. Beyond s$%& like “Dungeons & Dragons was designed by Gary Gygax and Dave Arneson and published by Gygax’s company, Tactical Studies Rules, Ltd. In 1974” and “in the current edition of D&D, to resolve an action, a player rolls a d20 and adds an ability modifier and then compares the result to a target number called a DC determined by the rules and, ultimately, by the GM who interprets and describes the result of the action.”

Those are facts. Facts are boring. And you don’t need me to tell you facts. You’ve got rulebooks.

Of course, the numbnuts who called me an opinionated blogger who writes only about his own experiences meant that as a dismissal. Because he — and another person — didn’t agree with something I wrote. Instead of engaging with my argument or coming up with a counterpoint or even considering that I might be right and they might be wrong, they instead went with the standard Internet Argument I Win Button of “well, your argument is just invalid because I said so.” It’s the equivalent of winning Rock, Paper, Scissors with a Sucker Punch to the Throat. And I can’t really complain because that’s how I always win Rock, Paper, Scissors.

Why am I bringing this up? I mean, after all, I’m beyond whining about morons on the Internet. I long ago came to terms with the fact that retards gonna retard and there’s nothing I can do about it. I’m bringing it up because this article’s one I’ve been mulling in my head for a while. And I’ve been trying to figure out how to write it. Because it’s basically an article about twos of things. Two issues that I hear about all the f$&%ing time. And two kinds of GMs that I hear from all the time. And, ultimately, it’s about how there’s two kinds of games.

Through outlines and drafts, I found that I kept inserting my own, personal value judgments into this s$&%. Basically, whenever I thought about the two kinds of GMs and the two kinds of games I wanted to talk about, my language kept implying that one was good and one was crap. One led to great games. The other led to garbage. But, the thing is, I knew — rationally and objectively — that both approaches — both games run by both GMs — were equally valid. And that I should discuss them dispassionately and let GMs decide for themselves which way to go. Though, ultimately, I would also have to admit that if GMs chose one direction, they’d have to get their advice from a different content creator because nothing I said was going to help them ever.

Fortunately, along came Internet A$&hole to remind me that there’s really no point in trying to be rational and objective about it. Subjectivity is implied and expected. And if you don’t expect it from basically any human being ever, you’re the moron. And if you’re going to dismiss something someone says purely because it’s subjective, you’re a moron who has no interest in not being a moron anymore. And that’s your problem.

But also, Internet A$&hole reminded me of something else. Something that I’m not going to admit. Because it’s actually so egotistical that even I feel bad saying it. But it is also utterly, provably true. Considering everything I’ve ever said on this blog, imagine how egomaniacal a statement must be that even I won’t say it. So please, don’t ask.

But just because something is egotistical, that doesn’t mean it isn’t also true. I mean, if Albert Einstein said he was probably one of the smartest physicists — or people — in the entire world, no one would argue. But they’d still think he was a bit of an a$&hole for saying it.

I will say this egotistical thing though. And it is this egotistical thing that actually makes me the great GM that I am. Even though I’m not actually that great at running games and have some definite weaknesses, I am still a great GM. And part of the thing that makes me a great GM is knowing that I’m better at running a great game than anyone sitting at my table. And that would be true even if there were other GMs at my table. Other great GMs. If I was running a game for Matt Mercer and Christopher Perkins and Tracy Hickman and Brendan Lee Mulligan and Gary F$&%ing Gygax, I’d still know I was better at running a great game than any of them. And yes, I consider Matt Mercer to be an excellent GM. Don’t get your panties in a wad.

But I’ll get back to that. Not the Mercer thing. The thing wherein I know I’m better at running a great game than anyone at my table. Even if I’m running games for objectively better GMs than myself.

Enough rambling and dancing around the point and shocking you with just how unbelievable massive my ego is. And also shocking you with weird, sudden tiny glimmers of humility mixed in. I want to talk about two issues and two kinds of GMs and two kinds of games and the fact that you need to make a conscious choice between those two and that one of them is objectively, provably better. But you can only make it by knowing you are better at running a great game than anyone sitting at your table.

Two Issues

Let me start with two things I hear dozens of times every f$&%ing month. Because people comment and e-mail and because I also seek out and lurk on forums and Reddit and social media spaces where GMs interact and just watch what they’re saying. Really. I do actually know how to shut my mouth. Believe it or not.

The first issue is one that a huge, huge majority of GMs consider to be the holy grail of GMing. “How do you make your players care?” How do you get your players to care about the world and the characters in it and the story? How do you get them to treat the game’s things — the places, the people, the events, and the things — like they’d treat real-world things — places, people, events, and things — instead of like constructs in a game? There’s a lot of s$&% wrapped up in this. Everything from taking the game seriously and paying attention, to not playing like a bunch of murderhobos, to not being a selfish performance-based thespian prick that only shows up to show off their anime furry self-insert fanfic character. But it all comes down to “getting the players to care about the world and its characters.” Got it?

The second issue seems to paralyze a good 50% of GMs. I call it “fear of players.” And basically, it’s typified by “I’d love to run that game or system or campaign, but I know my players would reject it.” Or sometimes, “I’d really like to limit the options in my game, but I know my players would complain.”

This is a big, big thing. It affects lots of people. In fact, it affects people without their even knowing it. Let me ask you a question:

Can you say no to any of your players? Or to all of them? About anything?

If a player came to you and asked to use some stupid furry anime race they invented themselves using Tasha’s Cauldron of Stupid Bulls$&%, could you say no? Would you? If you were starting a campaign and your players said, “we want to play D&D” but you were sick of running D&D, could you say no? If you wanted to try some crazy campaign idea some Internet a$%hole published and your players demanded you run the same standard D&D crap you always run, could you say no? If a player wanted to launch a fireball spell at an underwater target and then drink a potion underwater, could you — correctly — say no?

And understand that I’m not asking you whether you’d explain your reasons to your players? Or whether you’d negotiate or make them understand? I’m not asking for a lecture about how you could, theoretically say no, but in practice your players might leave and then you lose out on a game too and therefore the reality of social contract bulls$&% is that everything is a negotiation. I’m asking you, could you say:

No. I am not going to allow that. I am not going to run that. I am going to run this.

And whatever else they said, whatever argument they leveled, just stick to your guns and say “no?”

Could you do that?

If the answer isn’t an honest, heartfelt “yes, absolutely, I can say ‘no’ and say nothing else,” congratulations, you’re a playerphobic.

Now, I know people are going to misunderstand this. They’re going to take this as me advising GMs to behave like egomaniacal a$&holes. To behave like me. I’m not. Really. But, I don’t want to distill my advice by providing the more complex, more nuanced point and including a bunch of advice for dealing with your players. Because, frankly, if you can’t be an egomaniacal a$&hole, you can’t run a great game. And I’m worried that if I give you a way to lie to yourself — to trick yourself into thinking you’re an egomaniacal a$&hole without having to hold that believe in your heart and without having to behave like one — if I give you the chance to lie to yourself, you will. Because no one wants to be an egomaniacal a$&hole. Except people who already are. And they don’t need my help.

So, for the purposes of this article, either you — as a GM — can tell your players “no” and leave it at that, no matter what the request and no matter how much they whine and argue or you’re a playerphobe. And that makes you a bad GM.

So, two issues are endemic in the GMing community. One is wishing players would give a s$&% about the game world as a world. The other is being afraid to say no to the players in no uncertain terms no matter what the request. And now I’m going to do something I never, ever do. I’m going to skip ahead to the conclusion. I’m going to save you the trouble of reading the next 2000 words.

The two issues are correlated. Strongly. Playerphobes have an infinitely harder time creating games their players care about. And GMs who have no trouble laying down the law tend to end up with emotionally engaged players who care about the world.

Let me tell you about my last game session…

Tax Code Gaming

My last game session was an interlude. The players in my D&D 3.5 AOWG had just reached a new town and they were doing all the new town s$&%. Finding inns, selling treasure, making contacts, exploring, seeking trainers, that kind of crap. At the end of the session, they had three possible goals in front of them:

  • Go find a scuttled trade ship and recover items from its hold while killing the murlocks that had scuttled it and were disrupting river traffic.
  • Explore a draconic ruin wherein a magic arch held the secrets for teleportation and planar magic.
  • Escort a priest into the dangerous frontier so he could tend some forgotten roadside shrines to the party cleric’s deity.

I should also point out that each of the quests was offered by one of the party’s trainer-NPC contacts. The murlock thing came from the legitimate businessman the party rogue was trying to get in good with. But also provided the party paladin and cleric with a chance to kill evil and protect innocents respectively.

The draconic ruin thing was mentioned by the wizard’s patron, but also provided a chance for wealth because the party got rich the last time they explored a draconic ruin.

And the escort quest came from the party paladin’s buddy but the priest was dedicated to the party cleric’s patron deity.

Do you know what they chose? They chose to investigate changes to the local tax code.

I s$%& you not. Technically, they chose the murlock thing. But only after they decided to spend some time investigating changes to the town’s tax code. And they mainly chose the murlock thing because they felt that the river traffic issue was probably causing some of the tax code changes.

What’s this tax code thing? Well, in brief, when the party arrived in town — laden with treasure they couldn’t sell in the local podunk village they’d been living in previously — they discovered the town had a somewhat aggressive tax policy. There were taxes to get into the town, more taxes if you had animals or carts — the party has a pack donkey and a dog — taxes to cross between certain neighborhoods, and because of the high taxes, all buying and selling had extra fees and costs. Every price for every good in town was bumped up by 10%. And everything the party sold, they lost 10% on the sale. At least. The moneychanger who offered to exchange their ancient platinum coins for money they could spend tried to take a 30% fee.

The baroness who owned the town and the surrounding lands and the lord mayor of the town had also cracked down in other ways. They’d sent tax collectors to close all the nearby markets where farmers gathered to trade so the farmers would have no choice but to buy and sell in the town proper, thus forcing them to pay gate taxes and spend days traveling and money on inns and s$&% like that. And the town’s guards were occasionally, randomly confiscating valuables to keep the lord mayor happy. “Oh, that’s a choice item; so kind of you traveler to offer it as a gift to the lord mayor.” That kind of shakedown crap.

And it was all terribly inconvenient. Annoying, even. The taxes weren’t very high. The party had scored thousands of gold pieces in treasure and the taxes were measured in copper pieces. The 10% transaction fees were nothing the party couldn’t easily afford. And all the treasure was “found items” anyway. If I hadn’t told the party at every turn how much they were being bilked for, they’d never have even known that they could have gotten 1500 gp instead of 1200 gp for the platinum coins. But I did.

The party spent a lot of time figuring out which inns to stay at — they split up even — based on what neighborhoods each of them were doing business in and where they had to pay taxes. They thought about where to store their valuables so they didn’t have to carry them past the guards and risk having something confiscated. They even chose not to sell some treasure and not to buy some supplies just to avoid the fees. And the party wizard used some clever illusions to sneak their treasure into the town at great risk.

Meanwhile, at even greater risk, the cleric stopped the very angry chief of police from beating a pickpocket to death in the streets. But that’s another story.

What should have been an hour of downtime was actually an annoying, obnoxious game of being nickel-and-dimed and doing a bunch of bookkeeping and solving a logistical puzzle to save a couple of silver pieces.

In the end, the party was pissed off. But they weren’t pissed off at me. They were mad at the town. Rather, the wizard was mad at the town. She — and her player — were seething by the end. It didn’t help that her professional colleagues had been rude to her because they were uppity scholars and she comes up from the streets. But she was mad. Mad at the lord mayor. Mad at the baroness. Tired of dealing with all that s$&%. The other players were concerned. And curious. Because, first, while the town’s peasants weren’t being starved or oppressed or anything that bad, everyone was struggling a bit. Times were just a little harder than they had to be and it was all any of the NPCs could talk about. Meanwhile, all the tax crackdowns had been instituted in the last few months. NPCs commented on how the baroness and the lord mayor had gotten a lot harsher in just the past season.

The players were responding emotionally. They were angry at the game’s world and its characters. They were concerned for the game’s world and its characters. And they were curious about the game’s world and its characters. To the point where the standard D&D adventures seemed almost secondary. It’s not that they didn’t want to explore ruins and kill murlocks, it’s that they didn’t feel they could just walk away from this issue. Either out of spite, concern, or curiosity, they had to know more.

Now here’s the thing: if I told you to annoy the s$&% out of your players with taxes and bookkeeping and stealing their treasures and I suggested you wasted a whole session pushing them to their frustrated breaking point, you’d call me nuts. You’d say I don’t know what I’m talking about. I’m an a$&hole and I just happen to have a group of masochists with Stockholm syndrome who are too dumb to walk away and find a good game.

Or maybe you’d think I have a group of particularly amazing, special players who, unique among TTRPGers actually do get invested and involved and actually care and who will put up with these sorts of annoyances for the sake of a game world that feels like a real place. One they can care about it.

Now, I do have amazing, special players. I love them dearly. But don’t tell them I said that. The thing is, though, they’re not that unique. Not to me at least. Because, for at least twenty years, this has been my game running MO. And, as I noted above, I’ve had lots and lots of players sit at my table. And no, the turnover isn’t because I drive away as many players as I keep with this crap. I have had a few players walk away from my games over the years because I wasn’t giving them what they wanted. It happens. But it’s a very small number. And the separations have always been friendly enough that we were able to talk about the whys and wherefores. Except in one case.

If you get me drunk someday at a convention, I’ll tell you the number one reason people leave my games. The few who have left my games. I do keep track of this s$&%.

Anyway…

I have special, amazing players. But that’s not why I can get away with this s$%&.

Two Kinds of Games

I said I wanted to talk about two issues, two kinds of games, and two kinds of GMs. Let’s talk about two kinds of games. The Expression Game and The Fantasy Game. Now, if you’ve been slumming around this site long enough, you recognize those two words. They are, in fact, two of the eight basic emotional reasons people play games. Player motivations, basically. It’s all part of a game design theory called the MDA Design Approach. Basically, players enjoy games because the game provides certain emotional qualities. Aesthetics. Game designers, of course, can only create rules and systems. Mechanics. The Mechanics are translated to Aesthetics through gameplay. Through Dynamics.

In a nutshell, it works like this: a certain player really enjoys interacting with other people. That’s one of the major reasons they play games. A game designer designs a system where each player chooses a character class and each class has specific strengths and weaknesses. It’s not possible to win the game without creating synergies between the different characters. When players play the game, to win, they have to work together and cover each other’s weaknesses and enhance each other’s strengths. Thus creating a sense of teamwork and camaraderie that makes the team player feel all warm and fuzzy inside.

Years ago, I wrote a really long, detailed discussion about all this crap. And that’s still out there. I’m not going to rehash it here. But, my understanding of things has evolved since I wrote that. And one thing I’ve come to understand is that Expression as a gameplay aesthetic — particularly as TTRPG gamers and game masters understand it — does not play well with the other aesthetics. Especially in multiplayer, team-based games like D&D.

See, most successful games don’t focus on one just one gameplay aesthetic. And most gamers don’t seek just one gameplay aesthetic either. People enjoy games that satisfy combinations of aesthetics that are particularly satisfying to them. I mean, I love Discovery — the exploration aesthetic — but I also can’t play that Outer Wilds thing even though it’s pure exploration. And I also found Ori and the Blind Wisps unsatisfying. Because I’m also a big Challenge gamer. The gameplay in Outer Wilds is just sort of nonexistent. And Ori is pretty basic.

But what sometimes happens when you’re designing a game is one aesthetic grinds against another. For example, Abnegation — the shut off your brain and grind aesthetic — and the Challenge aesthetic — the do your best and earn your victory aesthetic — kind of work against each other. Some games do manage to switch back and forth between the two — like a turn-based JRPG which is 90% pressing Fight in random encounters and 10% screaming at boss fights that take six hours to lose. But mostly, those two aesthetics do not play well together. You can have one or the other. You can switch back and forth between them. But you can’t do both at once.

Expression — the aesthetic wherein you play to express yourself creatively — doesn’t play well with the other aesthetics. And that’s for two reasons. One, because constraints of any kind tend to rub creatives the wrong way. And two, because self-expression is ultimately a selfish motive. It’s very hard to share the experience with others except in terms of performing for a group. And I’ve talked about this before in terms of selfish roleplaying. Gamers who sit down at the table to show off their character for a captive audience.

It has become de rigueur to tell people that RPGs are all about creativity and collaborative storytelling. As a team, as a group, you get together and create. And then share the creation together. An RPG is essentially a group creativity exercise.

And this is the part where, if I gave a crap about being objective and rational, I’d say that’s a perfectly valid approach to roleplaying. But truth is, I don’t believe that. I believe creative expression is something that also happens in RPGs. And it’s fun. Players should be creative. And they should enjoy that aspect of roleplaying gaming. But I don’t think it’s a primary gameplay aesthetic in RPGs. And I don’t think RPGs should aspire to put Expression first. Why?

The most important reason is that RPGs are, first and foremost, team-based games. They’re a mix of competitive gameplay — players against the world — and cooperative gameplay — players on a team. Self-expression — create your thing then show off for an audience — isn’t team-based. At best, it’s about passing the microphone around. I’m not saying it’s impossible to be creative as a group, but the way most RPGers understand — and present — self-expression as a gameplay aesthetic, it’s an inherently selfish act of create-and-portray play.

The other reason is that most of the other aesthetics rely heavily on constraints and structures. Especially Narrative, Fantasy, and Challenge. And constraints and structures tend to hinder the Expressive types. Again, it’s possible to create within constraints — useful even — but that’s not the same as unfettered creativity. If you put Expression first, it’s going to break almost everything else.

And that’s really what this is about. It’s not about whether an aesthetic fits into the game or not. Whether a game can serve an aesthetic. It’s about what you do when you have to choose which aesthetic takes priority. And game designers have to make that choice all the time. My point is just that, of all the aesthetics that might be considered primary aesthetics in TTRPGs — because, sorry, Abnegation and Sense Pleasure aren’t things TTRPGs do well — Expression’s the one that’s going to force the most compromises. That is, the higher you prioritize Expression, the more everything else is going to suffer.

This ain’t opinion. It’s objective fact. It comes from the very definitions of the aesthetics. You can argue about whether or not it’s worth prioritizing Expression over the other aesthetics. You’d be wrong, but you can argue it. But you can’t argue that Expression grinds against Fantasy, Narrative, and Challenge especially hard because those aesthetics rely heavily on structures and constraints, and Expression is hindered by those same structures and constraints.

This leads to two kinds of games GMs can run. There’s the Expression-first game wherein it’s all about inviting the players to create and portray characters and play with the ultimate creativity toy. And there’s the Other game. The Fantasy game wherein you invite the players to lose themselves in another reality. A world they can care about.

The Clown and the Game Designer

Ultimately, the game you’re going to run depends on why you sit down to run the game in the first place. What you think your job is. Lots of GMs have this toxic belief that their job is to facilitate their players’ fun. To entertain their players. To make their players happy. To show their players a good time. Now, it probably seems crazy to call that toxic. But it really, really is. I mean, there’s nothing wrong with a selfless desire to entertain. Believe it or not, I have a strong desire to entertain others that drives me to the table. I like when people are having a good time. And I like making that happen. But I’m not dumb enough to think that’s what my job is as a GM. That happens as a consequence of my running a game.

Really, my job is to run a great game. I’m a game designer. And a game engine. My job’s not to make people smile and make people happy. It’s not to foster creativity. It’s not to collaborate. It’s to run a great game. And I have to believe I can do that or else I won’t. I have to sit down knowing that I know what it takes to run a great game. Confident in my ability to design a satisfying gameplay experience. And, most importantly, knowing that my players aren’t there to design a great game. To create a satisfying gameplay experience. They’re there to play a game.

Even if those players are GMs themselves — even if they’re great GMs — at the moment they’re sitting at my table where I’m running a game, they’re there to play a game. Not to create a great gameplay experience. When I’m sitting behind the screen, I’m the one creating the great gameplay experience. I’m the only one creating that experience. And I’m the only one who can.

A GM who believes that is a GM who is willing to take risks. It’s a GM who is willing to do things that seem like terrible ideas because they’ll lead to great games. It’s a GM who’s willing to put the good of the game ahead of the player’s individual, stupid desires. Because players want stupid things. Even players who are great GMs almost always want the wrong things. Things that’ll give them a laugh in the moment, but that’ll undermine the gameplay experience in the long term. And even GMs who are great GMs can’t run the game I’m running. Because the game I’m running is unique to me. It’s a game only I can run. If I start letting them f$%& with it, they’ll f$&% it up. Gary Gygax and Matt Mercer can run great games, but they can run the great games I can run. And if they try, they’ll make a mess. As surely as if I try to run Matt Mercer’s game.

A GM has to be so confident in his ability to run a great game that he can say no to any player at any time without explanation because the game he runs will be better than whatever crap that player is asking for. Once the player stops sulking — and they will stop sulking — they won’t be able to help but have a great time.

Now, there’s a risk to all of this. Because being a GM is risky. There’s the risk that your great game won’t be great. Or that it’ll be the wrong game for your players. Or that you’ll screw something up. Those are risks. But you can’t run a great game if you’re not willing to risk running a terrible game. If you hold yourself back out of fear, no GMing advice will ever help you. So, if you can’t say right now that you know better than everyone at your table how to run a great game and you can’t say no to any of them about anything ever, you might as well close this site down and never come back. Because you can’t run the game you really want to run. Whatever game you run? It won’t be in your control.

Basically, as a GM, you can be a clown or you can be a game designer. A clown puts on a show and makes sure everyone has a laugh. A game designer designs a great game and puts it in front of people confident that it will give them a great time. But sometimes fails.

But I’ll also say this: playerphobia is totally overstated. Players will sulk. Players will object. They will argue. But if you do everything you do because you know you can run a great game, they’ll come around. Very, very few players actually walk because you refused to run the system they wanted. Very, very few walk because they’re not allowed to play the race they wanted or the class or because you told them no. And the ones who do walk? Well, honestly, your game’s better off without them and they’re the ones who lose out on a great game.

A great GM can always find a new player. Hell, new players find great GMs. If for no other reason than the fact that great GM’s players brag about their games to other players. Which leads to other players asking to join up.


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29 thoughts on “The Game Designer and the Clown

  1. In the middle paragraphs here somewhere Angry reinvented the entire primary argument of Forge Theory GNS Story Games, coming from a completely different and hostile direction. Which is ironically a ringing endorsement of the philosophy no matter how much it shits on the politics.

    • With all due respect to you — and with little to no care about the politics, one way or the other — I absolutely do NOT endorse GNS theory. GNS theory is incompatible with MDA in several important respects. And MDA is the correct theory. Having been developed and tested academically and applied successfully for two decades. I recommend you forget GNS and go read and live MDA.

      • The central argument of the Big Model, insofar as that bloated analysis contains any clear call to action, is in essence
        “Discovery, Challenge, and Expression have the unique trait of all eight aesthetics that in an RPG they aren’t compatible with each other simultaneously. You can diminish the quality of your game by see-sawing back and forth between them, but if you try to pretend they’re all equally important to you your game just comes out mush.”
        An argument that you have predictably respun as “This problem goes away if you simply do not care about Expression, and always remember that Challenge is more important than Discovery.” Which isn’t a rebuttal to the observation, it’s just declaring one of the three outlined possibilities to be the best one.

        • That’s not at all what he said. GNS theory says that their three player motivations are all in opposition with each other. MDA theory identifies 8 different aesthetics, that a game can appeal to, and they’re not necessarily in opposition with each other. Bear in mind that their claim is universal to all games. In a videogame, expression and narrative and challenge and the rest are *not* necessarily in opposition. Angry’s claim (as I understand it) is that within a TTRPG, one of the 8 aesthetics (and just this one) is in opposition with most of the rest. This is not a “ringing endorsement” of GNS theory, it just shows that you have a talent for reading words that aren’t there.

          As for the claim itself, I find that Challenge works well with Discovery. Discovery works well with narrative. Fantasy works well with all of the above. But expression does not always work with the above.

          Examples: Overcoming a puzzle at the gate to explore the rest of the dungeon is a classic example of challenge going hand in hand with discovery. The final showdown between the party and the BBEG is a great example of challenge working with narrative. And exploring a town to find the villagers downtrodden is discovery working with narrative. But expression doesn’t always work with the above. Having your self insert OC get downed is a slap in the face of expression by challenge. Getting your carefully crafted backstory vetoed by the GM is an example of expression stifled by fantasy. And the classic hogging the spotlight is fellowship impeded by expression.
          In my opinion, expression CAN work with the rest. They can coexist, if the expressive player also likes the other aesthetics. But it’s not often done well by players, usually because they don’t have the wider view the DM has.

          • And you receive the Angry Award for Totally Getting Me today. Thank you. This is very stated. And as I pointed out in another comment, there’s all sorts of forms of creative expression that do exist in RPGs without stepping on the other aesthetics. RPGs offer nearly infinite “freedom to choose.” “Freedom to act.” There is no promise of “freedom to create.” And there is absolutely no “freedom from consequences.” You decide what your character does within the bounds of the game world and you live with the results.

            Beyond that, you are right. It is essential to GNS theory that there are three – and only three – kinds of gameplay and that every person is drawn to one – and only one – and that every game can therefore satisfy one – and only one. That’s a core feature of GNS theory. And it’s utterly wrong.

            I am not even railing against Expression. I am railing against a certain kind of unfettered Expression that demands all other things bow to it. And saying that is not part of what RPGs promise. Never has been. Never will be. Never should be. That’s writing a novel. Or a fanfiction.

      • I thought I should look it up since I really had no idea what you all were referring to. GNS seems to have been somewhat popular for a time but summarily rejected for quite a while. MDA is the currently widely accepted model of game design, although some accounts are proposing that it has weaknesses of it’s own. I’m curious of your take on the DDE model “revision” that hopes to address those weaknesses, and despite it seemingly being mostly used for computer games, how the principles should be used for TTRPG design.

        That being said, I think it’s a little to involved for simple homebrew RPG’s, but the concepts are interesting as a hobbyist, if only to see how companies like WotC employ them (or fail to employ them?) and perhaps how we can apply some of the principles to our own game’s design, if even at a very basic level.

  2. I run a solo game for my wife, so some of this doesn’t apply to me (like being able to find new players; no, it’s just my wife and I, and she’s the player). It does illuminate something I struggle with though: my wife primarily focuses on the Expression aesthetic, so structure, and rules, and other Fantasy Game stuff gets in the way of that. But I run twice a week, 2-3 hours a session, which is quite a few opportunities for her or I to not have the creative juice for clever RP, and at those times you kind of just want to lean on some Fantasy Game to fill the gap. Finding minimal amount of rules to support our style (let’s say 85% expression/15% fantasy game), without being onerous to prep or understand. I’m fairly sure the sweet spot is in the lighter side of OSR, like Knave, Into the Odd, or even Ultraviolet Grasslands. (I thought PbtA stuff would be there, but it’s not as strong a fit as I hoped.) The new campaign we just started is the experiment for this, will have to see how it goes.

    • An interesting trait of most PbtA games is that, while they have much less architecture than say, D&D, the rules interlock together in a way that is much more like a traditional board game or a card game than the generally tool-boxy way most traditional rpgs market themselves. Changing a rule in most PbtA games with something equally formal and intentional can work. But a lot of those games, in an effort to avoid printing unnecessary rules, have left you with a book that’s all load bearing structure: Anything you take out, without putting something equally thoughtful back in, is going to trigger a cascade of problems.
      It’s in much the same way that FAE is considered a ‘ultra rules light’ game because its rulebook is ‘only’ 18 pages long, but Dead of Winter, possibly the most complex board game I’ve ever finished, has a rulebook that is… 17 pages long.

      • Your comments about PbtA are exactly what I found. The fundamental things I like about that system are “fail forward”, “success with a cost”, and the GM principles, and all of those port over just fine to just about any system, including ones where you’re rolling d20s. Systems like Fate and Cortex, with meta-game currencies (Fate Points, Doom Pools, etc) also fall down for us, as they pull you right out of the Expression aesthetic.

        • Interesting. I found that for me the points enhanced the Expression aesthetic. I suppose because they let me take authorial power in a way that would normally require fifteen minutes of barracks room lawyering.

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  4. Excellent piece. I wonder if the default assumption for RPGs for players entering now is “like a movie but you make the choices”. They get the making choices idea but “movie” translates to “and you are the main character with all the benefits of being a main character”. That isn’t that far from how it is sold.

    Or for a different crowd its “like a video game but you can do anything”. Now they translate to what type of video games they play and how cinematic they are or are not.

    “Its like a permadeath roguelike but you can do anything”. Is maybe the closest.

    • It seems to me that historically, what happened is people got into the rpg hobby one way or another, and then while they were talking about games they had a little revelation.
      “Guys, we all *hate* permadeth roguelikes.” and so the game started drifting. Gygax makes some passing comments about West Coast DND, or West Coast style, a few times, and it was basically the kind of thing Wizards prints books for.
      The reason that the old school open table dungeon crawls were so reduced, is it turns that *most* people playing rpgs want something more like being a main character than being a rogue.

  5. It’s high time the GMs marshalled their forces and put down the player insurgency. For their own good.

    Seriously, though, the more power players are given, the more they’re expected to use that power to make the game better. It’s totally antithetical to roleplaying to expect players to shoot themselves in the foot because they got to have input on mechanics or whatever. Then that mindset gets carried over to the choices they make in play, and players feel expected to “role play good”, leading to frustration and disinterest when they feel like they can’t roleplay good enough, or else increasingly bizarre choices and overwrought characters trying to be more creative and interesting.

    I’m tempted to say that’s the worst thing to happen to RPGs is that players are told they have to role play good and it’s their responsibility to be entertaining. Maybe I just don’t get on with Expression like I thought I did but I have so much better of a time when I’m not given the creative control I’m told I want.

    • What is getting lost here is that there are lots of ways that I game can satisfy the aesthetic of Expression. And only some of those are unfettered creativity and control over the world. Roleplaying games offer wonderful chances to Express creativity by giving you the opportunity to make any decisions in the game that you want and to frame them however you want. Unlike in a CRPG where you have three dialogue choices: nice, asshole, and sarcastic; you have infinite choices. You can choose not to undertake a mission that doesn’t agree with your character. You can choose not to save a prisoner because you don’t like the prisoner. You can choose act however you wish. Provided you are willing to live with the consequences. The shame of it is that this level of creativity has gotten forgotten because the focus has become on the creativity of WHO YOU ARE. Expression in RPGs is about WHAT YOU DO. And even then, the Expression cannot be unrestrained because it is a group activity. Every aesthetic is restrained by the needs of the group. If you want total creative control of everything that happens to your character, you want to write a book. You do not want to play a game. And certainly not a team-based game. Just like, if you want to experience a story without having to master intense gameplay challenges, you don’t play Elden Ring. People can piss and moan about about how that’s not how it should be, but people piss and moan about a lot of things. And “… but I really, really wanna and it’s not fair” is not a compelling argument. It’s something toddlers do.

      • From my perspective, most of the non-destructive, what-you-do kinds of Expression also requires some skill from the player, that the destructive, who-you-are kinds of Expression don’t.
        Coming up with a creative and unique plan to solve a problem the party is facing is a great way to achieve what-you-do Expression. But if you’re a normal human being who dislikes losing, the plan also has to be good, and coming up with actually good plans takes skill and experience. Going with a stupid plan – because it’s creative and unique – hurts you and your party.
        By contrast, creating a unique, special, amazing character that subverts expectations doesn’t really hurt your party or your ability to win. In 5E, as long as you’re not being deliberately bad, building a bad character is kind of hard.

        I think Expression is the only Aesthetic where the lowest-skill way to achieve it is also disruptive, in RPG’s at least. The easiest way to get Sensory, Narrative, Fellowship, Abnegation and Fantasy are just to enjoy the game in front of you, if it supplies those Aesthetics. Achieving Challenge and Discovery are hard without skill and effort.

        • Well, even outside of games, Expression seems to feature this dichotomy in all arenas of life. There will always be people for and against ee cummings, There will always be people who say that art should be limitless, and those that say art needs to be “good” by other metrics in addition to being expressive. (Not that all ee cummings fans are in the ‘limitless expression’ camp.)

          I think there’s room for both perspectives, but when creating entertainment meant for consumption by others (like art someone would buy), or when participating in a experience others will share (i.e. ttrpgs), then there has to be some element of “will other people enjoy this.”

          Art qua art features limitless expression, but it only exists when you’re alone.

    • This is hyperbolically overstated — which is my favorite kind of overstated — but the core idea is spot on and it really has my wheels spinning. RPGs are unique among games for all the lectures players and GMs must endure about playing and running properly. I have played no board game and no multiplayer game where I have had to endure constantly nonsense about how it is my duty to ensure everyone else’s fun, put on a show, accept and embrace failure, or do anything other than just play the f$&%ing game. Good sportsmanship and basic human social skills are assumed in every group activity. And should be. And no other game demands anything beyond that crap. Hell, games don’t even demand that crap. The only reason to exercise good sportsmanship and basic human social skills is so people invite you back. And being lectured about inviting people who don’t exercise good sportsmanship and basic human social skills and about how it’s my job to fix basic human social skills is something, again, only RPGs are moronic enough to do.

      • Not that I am AT ALL defending the lectures, but I think the reason we get them with RPGs is that players and GMs alike get very personally attached to their creations in RPGs, in a way that doesn’t happen with most other mediums. The same sort of things happen on “roleplay” servers for video games that have that sort of thing, because the players get very personally attached there, too. Writers sometimes wrestle with killing off characters or leaving out bits of world-building for the same reason, even if they know it will improve the story. Coping with negative things happening to something you have put that much of yourself into requires a level of maturity that is a challenge for a lot of people. Coping with losing Candy Land or dying in Dark Souls requires a lot less.

        And it requires another kind of maturity on top of that to realize that you can’t coach people into being more mature by yelling a self-righteous lecture at them 🙂

        • Right. You can’t coach people into being more mature by yelling self-righteous lectures at them. I agree. Which is why all those lectures are a total waste of time… oh…

          You’re talking about me, aren’t you.

          • Eh, people visit your site because they want to. It’s not like you’re picketing their house.

            But when you’re playing in person, it’s probably better to amicably part ways with a certain kind of player rather than lecture them.

      • I have a suspicion some of it also comes out of the popularity of the idea that the goal of the game is not to do something concrete like kill all the baddies, get the loot, rescue the prisoners, find the mystic mungus, whatever, but is to do something nebulous and vague like create a good story. When you first sit down and play a ttrpg, if you have fun, it’s only natural to want to learn more and get good at it (at least that’s my inclination.) That can mean looking up character builds or trying to understand how to use the system to your advantage or even reading other people’s war stories so you don’t die the same dumb way they did. Getting into the story and playing a character that’s compelling to you and the rest of the table isn’t actually all that complicated, but if that becomes the only goal, it feeds discussion and articles and whatnot on how to do that better, and paradoxically, trying to be better at that makes you worse at it and isn’t actually any fun. That’s my experience, certainly.

      • I think a big part of this is the design of WotC’s published material. A unique feature of TTRPGs is that part of the game’s dynamics is how the DM-mechanic interacts with published mechanics to produce the table mechanics which the players ultimately interact with. Additionally, the game’s aesthetics aren’t limited to how the game feels to play, but also include how it feels to prepare adventures and create characters.

        D&D’s published mechanics include beautiful art and maps, extensive (if incoherent) lore, endless character options, and very little practical instruction on how to play or run the game. It produces preparation and character creation aesthetics that are a better fit for clown-DMs and make-and-portray-roleplayers than they are for game-designer-GMs or discovery-roleplayers. As a result the mechanics and dynamics of the game at the table tend to produce more Expression Games than Fantasy Games, so the culture and advice surrounding D&D on the internet is generally pretty bad if you are trying to run a Fantasy Game.

        Incidentally, if spending hundreds of dollars on books for the pretty pictures makes you happy there’s a good chance spending hundreds of dollars on dragon dice towers and semi-precious-stone dice with illegible symbols will make you happy too.

        Ultimately, I think the design of D&D makes it more fun for the kinds of people who play the game in a way that leads to Expression Games.

  6. Expression is a huge part of my gaming wheelhouse. I love creating things, making things, designing new characters, new items, new content. I like to indulge the conceit that I am, overall, pretty damn good at it to boot by amateur standards. People like what I make. They usually want to see more of it. Even further, they ask me for advice sometimes when they’re making things, because they consider me to be better at it than they are. Or at least, good enough at it to be worth spot-checking their own work.

    I can confidently say that Angry is one hundred percent correct here. “Expression” works in a tabletop game when it is in service to the other aesthetics, constrained and informed by the needs of the game as a whole. The moment Expression trumps consistency and verisimilitude, your game becomes a Saturday morning gag-a-day cartoon reel that holds no weight. Of course your players aren’t going to care about your world and the things in it if the world and the things in it bow to the whims of any given player’s personal Good Idea Fairy and contort out of true. Why should they? If something goes wrong they can just Good Idea Fairy it right again because their Expression trumps the rest of the game.

    The Expression people remember in a tabletop RPG isn’t that time Alice managed to hornswoggle the DM into letting her play a space dragon Spartan cyborg in a D&D campaign – or if they do remember it, it’s not the good kind of remembering. The Expression people remember is when Carol comes up with a unique twist on a story within the world the GM presents that nobody thought to tell. when somebody finds a uniquely creative space within the boundaries imposed by the other aesthetics.

    if you can’t find a way to make Sam Miller the bog-standard super boring human soldier an interesting and compelling addition to your table, you haven’t yet earned the right to play your drow space assassin. And if you can’t conceive of a game where Sam Miller the human soldier would be a better choice than your drow space assassin, you can’t be trusted with either character.

    • I love it. Play regular characters until you can make them interesting for their own reasons, then you won’t even want to play the crazy concept characters, unless it’s to try and somehow make them more normal and relatable. Most of my favorite characters are just regular people who get dragged into a situation and because of their moral compass and motivations act a certain way. Few, if any of them, see themselves as heroes. They’re just doing what anyone in a similar situation would try to do.

    • “if you can’t find a way to make Sam Miller the bog-standard super boring human soldier an interesting and compelling addition to your table, you haven’t yet earned the right to play your drow space assassin.”

      Hollywood needs to learn this about female characters.

      “Strong female characters” is not “Look at this CHARACTER Wow she’s a GIRL how about THAT!!11!!1!”

      It’s creating an interesting *person* who happens to be a woman, and allowing the specific context of womanhood to feature in *relevant* decision making, but not *every single* decision. Only when relevant.

      (I’d love to insert a whole spiel here about the only way to really play an “elf” or whatever is if the other characters treat you differently because of it. But hey, it isn’t my blog.)

  7. Angry,

    I keep wanting to disagree with this article, but I am unable to do so. Every time I have run a game in which I have been cowed at the prospect of saying “no” to players, it ends a worse game. Games without hard limits, games without negative consequences for player actions, games in which players run roughshod over verisimilitude in favor of “rule of cool,” they all end the same: a silly mess of player disengagement.

    “Saying yes” to players works in many games and many circumstances. Convention one-shots are great examples where you can let players do whatever, ensure they have a fun time, and not worry too much about whether drinking a potion underwater makes sense. Granting players freedom within the boundaries of the game as well as allowing them to flex those boundaries (a “yes, but”) is as necessary as the occasional firm “no.” Too many hard “nos” causes players disengage (especially if they are not doing anything particularly silly in their own eyes), so I believe that modifying player suggestions that are unfitting is often a workable strategy.

    For instance, the example given in which a player wants to cast fireball underwater. (I am assuming the objection here is with water-and-fire rather enunciating the verbal components and retrieving sopping wet bat guano.) The proposal of an underwater fireball tells us something about how magic interacts with physics in the game world. Does water quench magical fire? I wouldn’t rule this as a “no,” necessarily, and in fact it would give me pause on how to proceed.

    • I appreciate where you’re coming from. And I do admit that for very short-term fun — like convention games — clownish games can work. Personally, even my one-shots and short-term games don’t go that route, but the long-term disengagement that comes from Clown GMing isn’t a problem if the game doesn’t stick around for the long term.

      With respect, you’re admitting that every time you’ve gone the “say yes,” route, you end up with a worse game. One that is, in the long term, unsatisfying. So maybe, before you try to the find middle ground because you find it emotionally difficult to say no, and taking the compromise approach, maybe you should try things my way. Maybe, hard nos and firm limits are actually the way go. I am telling you my strategy works because I make it work every week and every game. You are telling me your strategy doesn’t work. It leaves you unsatisfied. So don’t half ass it. Try things my way for a few months before you start trying to find the middle ground. It might just reveal something. And I say a few months because it takes a few months to unspoil players you’ve been spoiling for a while.

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