Another Inevitable AI Article

Two years ago my sister asked me what was was doing to deal with AI in the gaming industry. I answered, not entirely facetiously, “trying to bring down capitalism”.

The point is of course that one – only one! – of the terrible things AI is already doing to our society is vast economic destruction. Capitalism is built on a fundamental principle of the rich paying their workers as little as possible while controlling them as much as possible. A significant automation that elides human salary will be applied as forcibly as possible and as swiftly and cruelly as possible. There is no human occupation not facing the threat of being eliminated: the only question is the likelihood of profit-making, the timeframe and the popular tolerance for it. (Weirdly some people have insisted their job is the special one which is safe, but I have seen no convincing argument that any job actually is. Feel free to try to convince me I’m wrong!)

The commercial arts are likely to be the first to go. We can see this by the fact that we are labelling things as human-made. A label is always a point of distinction. I remember in the 80s people starting using the term “disposable cups” for the new moulded plastic phenomenon; coffee then was only takeaway from McDonalds. Now we have “keep-cups” for the conscientious and adaptable (I have not been able to bring the keep cup into my life as yet). Human-made will be exceptional very soon and paying for it reserved for those who have space.

Which means games will stop being commercial art forms, except at their most base and most widely appealing – a chess set and a deck of cards will continue to sell, but everything else will be the domain of the enthusiast only. Like theatre, we will encourage people to step away from mainstream entertainment for something rough and ready and perhaps in a dingy community space. Like fine art we will have to rely on the government giving us grants and putting us in museums. If I were keen to preserve games, I think I’d start thinking about setting up game galleries: artistic salons which highlight the unique and the important. We can see this now with the popularity of things like Molly House and John Company. Certainly throughout history the chief way that games have been redeemed from being seen as louche, sinful and only for gambling has been to rebrand them as educational but I think here this is different: we must brand them as culturally significant or we will lose them altogether. The age of the arthouse game is here. It’s the only thing, I think, that will save us.

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There’s a savage irony in a mass market boardgame about being a Bohemian when our industry is about to be only FOR Bohemians

Some might accuse me of exaggerating, but we know technology can move very quickly and culture does the same in response. In 1825, there was one mile of railroad in the UK; by 1850 there was 6,000. In the space of two generations it changed the world. Along with the bicycle and the steamship it put mass transit into the reach of even the very poor. In 1837 the average difference between the birth place of husband and wife in the UK was 1 mile; by 1901 it was 100 miles. The gap between powered flight and the moon landing was 66 years. Some of us have lived through the digital revolution and the social media shift: in 2005, there was no real social media, almost nobody owned a smart phone, no Tea Party movement, and the idea of Donald Trump becoming president was ridiculous. By 2015, all of that had changed. Social media ran the world and was part of Trump’s ascension. We stand now on the verge of another explosive decade or two: despite the topic of this article it is hard to predict what 2035 will look like. But I think we can guarantee it will be vastly unlike where we are now, in every respect: culturally, socially, politically, commercially and maybe ludically.

It’s also worth noting that none of these inventions raised the ire of Luddites. Certainly the steam engine devastated the barge industry and reduced mining jobs but they weren’t existential threats of naked exploitation like early factories. Luddites were transformed into hating technology but they were nothing of the sort. (Although of course mass transit was not an unblemished blessing: it had devasatating effects when combined with colonialism, for example.) Similarly today if you point out the well documented job losses, capitalist dogmatism, mad financial speculation, government capture, health destruction, environmental threat, child endangerment, psychological damage, intellectual degredation, numerous deaths and general epistemological decay caused by natural language models and AI platforms you are called a “technological doomer”. One should be a tech optimist, as if this is possible in an era where nearly everything we use now isn’t something we can own, fails to work, treats us like the product and reports on us to the government. Worse: it will steal what we create, use it to create a fascimile and then sell it to our audience for less. And not a word of this is hyperbole.

For the early years, much of game design discourse in this area was plagued by the cultish early adopters, eager to prove that they were the smart ones for getting in early. (I remember someone telling me AI was a marvellous invention in most cases; I told him it was slowing down my software. He said I should never use software that forcibly included AI. I told him it was Microsoft Word. Just last week I saw him echoing my frustrations about Word. Early adopters have a flipside: there are also plenty of us who are accused of crying wolf just because we can see the wolf coming from further away.) Nowadays, they seem to have shut up because – as we explained – customers didn’t want AI. But also because the train lines are coming down, fast and hard, and it is true that humans get used to things very quickly. In many ways, the question has become moot. My job has already been taken by AI (see figure 1). The only thing stopping me being replaced is good will and customer insistence. How long can that last?

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This was incredibly depressing, because it’s not complete plagiarism and it is good writing.

RPG writers are especially vulnerable to this because like most writers we spent the first thirty years of the internet uploading as much of our work as possible. For the short term, I expect more and more we will just have to retreat. I’m not even sure I dare write games in Microsoft Word right now. Certainly not Google Docs. It feels too risky. Everything I do seems to enrich others and steal from me. But at the same time, I’m not sure – being poor, being disabled, being neuroatypical – that I can find alternatives like a keep cup. It is immensely depressing to be reaching perhaps the high point of my career only to see it on the precipice of being able to make any kind of money – but it is of course much more depressing for the young starting out. Again, others may say that is doomist, but I would say they will see the wolf soon enough.

This may be why we’re seeing zines creeping into the public eye again: they can contain games that cannot be owned or stolen. We’re also seeing more and more that people crave shared experiences and connection and passive media fails to give them that. They want to DO things, and do them together. And they want to feel things and touch them in their hands. Even if these things are the new keep-cups, they will have value to humans. Humans will certainly never stop gaming: I own a facsimile of a deck of cards made from the fibres of beds and walls in a WW2 concentration camp, and cell walls have had games carved into the stone. Gaming, uh, finds a way.

But selling games for money? I’m not so sure. I have so many wonderful ideas for versions of The Score. But I’m not sure there’s enough money in making them…and it might be better to make them as cheaply as I can and give them away as PDFs to print and play. Last year, I spoke at DevCon, the annual Australian meet up of designers, and I was asked a question and the asker said “but don’t just say ‘it depends on your definition of success'” – because I had said that a few times already. But I think it is going to be increasingly important because I think less and less will we be able to always align success with sales. Like the Bohemians, we will have to choose more and more between making games and eating food. Be ready for that choice: that is my message for now.

The Three Things Animals Do (Including Humans Playing Games)

Science loves taxonomy, and science is always finding taxonomies fail. It is, indeed, the nature of taxonomies that they fail, because nature abhors straight lines and clear classifications. But we humans like them and they can be useful, and there are lots of them to find. I work in animal training so I encounter lots of taxonomies of the world, and one fairly robust one has some nice implications for thinking about game design.

In a nutshell, animal behaviouralists break all animal behaviour down into three categories: Foraging for the things it needs to survive, Hazard Management, to stop other things from foraging them, and Social and Reproductive activities, with their own species.

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Hi can I manage your hazards

You can pretty much straight away see where this is going in game design: most game play urges really do come down to these three things. We need to get resources, cards, cubes, money, area on the board, pieces, information coming in. We need to manage the things that want to make us lose our resources or push us back on our tracks. And between it all we have a social space where we try to read and anticipate what others are doing (or work with them in a collaborative game). You can use this to analyze your game, as a lens, to see what might be wrong with it too. If players feel confused about what to do, then it probably means you haven’t made it clear that the resources are important or how to get them, or that the hazards can be avoided, and how to manage them. If players feel like the game is too hard then it’s either because they can’t forage enough to feel nourished, or they can’t manage the hazards coming at them. If a game feels too easy then either make it harder to forage or harder to manage the hazards. Social elements are often things that happen around the game rather than directly through it, but there are also plenty of mechanics that heighten those things. If you want to bring them to the fore, you need to make the mechanics drive player interaction. Happy with multiplayer solitaire? You can leave social mechanics to the side.

In my book I talk about how Tim Clare coined the elements of games being Identity, Goal and Law: who am I playing, what do I want to do, and what is stopping me from doing it? Who am I is the first element of the social aspect. I am noughts, you are crosses – that is a social position. What do I want is Foraging. And what is going to stop me is Hazard Management.

Now when it comes to starting the design process, this is probably too simple to be helpful. We all know that a game is an exercise in turning one resource into victory against some restrictions. Clarifying that does not give you anything to go on when you start designing! It’s too bare bones. But it might help you if you get lost in the weeds and can’t figure out where to go next, or which thing to change.

It might also help you understand what kind of games you like to play, and what kind of players you have at the table. Some players LOVE to forage. They want to build an engine that produces all sorts of goodies. They want to have that turn where they get all the wheat or all the money. Some players also like foraging but they want to really work for it. Like can they find that extra inch of game space that gives them one more wheat than anyone else? Still foraging. Some players HATE hazards. Everyone has risk aversion and loss aversion but there are some players who cannot stand it. They’d rather get a +1 than a reroll because what if the reroll is bad? They’d rather give an opponent +1 than lose a point. To them, fun means hazards need to get managed, hard. On the other hand, some people love the thrill of having a crazy ride with hazards. They want the thrill of the danger. There are some who want party games where everyone feels like they’re mostly on the same side, and some who want social games where betrayal is the only course served, cold or otherwise. I suppose you could think of these as axes: Abundance vs Threatened. This is usually a taxonomy you can read off your play(testers) pretty quickly. And these axes also give you levers to pull, to try different options.

You can also use this as a wider length to think about beliefs, values and conflict, whether that’s in games, about games, or anywhere. A taxonomy of conflict – or rather places where healthy conflict breaks down into unhealthy, painful stuff – is one remarkably similar to these three things. These are Care, Control, and Respect – and they line up with Forage, Hazard, Social.

Care is the point of contention where someone feels like they or someone they value isn’t being cared for. And this isn’t a left or right position; one can see Care being a sticking point when folks feel like immigrants are taking the jobs of hard-working locals. Care can also be about an idea: not enough is being done to Care about justice, or free speech, or the rule of law. The conflict arises because the person sees these things or these resources as important, and wants to forage and store them up. The flipside of Care is the Control sticking point. The person wants themself or some other group to be able to do something, to have an impact, or they fear they will lose control. The need to be able to act on ones environment stems from a fear of the environment being hazardous. Valuing control is the valuing of managing those hazards. I want to be able to do thing X, and I feel worried that I might not be able to. Finally we have Respect, which is the social one. I want you to respect me, or respect a hierarchy of some sort which I feel I am somewhat a part of. This can be respecting everyone, too: everyone gets a fair go. The duck at the back that hasn’t got any peas, let’s make sure we throw one to him too. Of course, each of these can also be inverted: I can be stuck on a belief that something is NOT worthy of respect, that a thing should not be foraged for or is in no danger of running out, or that, having given up control, you should as well.

It’s definitely not that case that how someone plays games will reflect where they encounter conflict or their political views! I am someone extremely averse to not being able to tamp down hazards in my games, and love a good forage, but my politics are broadly accepting of risk as the price of freedom, for example. Nor is all human behaviour nothing but foraging, managing hazards and socialising. But we’re all animals. Huizinga was wrong – we are not the only species that plays. And so we all also forage, manage and socialise.

EDIT: Someone suggested a third kind of playstyle, so now we have this:

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Pouring One Out For John Wick (Not That One)

As I’ve talked about on here before, one of the reasons I love MegaDumbCast is that as well as being funny and sticking it to bad, bad games, Kris is one of the rarest things in TTRPGs: a critic. Not someone who is negative, but someone who plumbs the depths and complexities of what makes an RPG good or bad.

I have a saying that goes “it’s always 1978 in TTRPGs” because there’s not really an evolving body of design thought. Partly this is because most people come into the hobby through D&D or something like it, and D&D hasn’t meaningfully changed since 1978, so they’re always reacting to the same thing. Part of this is because RPGs aren’t games, exactly: they are more like toolkits for making games. A lot of how and what and why you play depends on the people you’re playing with and the way you all agree an RPG should be played, which often isn’t in the book at all; and a lot of the activities you do in RPGs isn’t part of the rulebook or written down either, but things you do around, beside and outside those rules. It’s not entirely unlike how poker is barely about cards and almost all about bluffing, and/or having a beer with your buddies, or how bridge is more about bidding than play, or how Twister is about touching that other teenager you like in a socially acceptable way. You can’t critique something that exists beyond the text, because it’s not in the text.

That doesn’t mean we don’t have a lot of people writing about RPGs but for the most part the way that RPG ideas get attention is through games that become popular. RPGs then has few critics and many auteurs: artists that put forth a singular vision of what they think RPGs should be – which is then often copied poorly because the auteur doesn’t really explain the nuts and bolts of that, just tries to show through example. Kris isn’t that, and thank god for it, and it’s why he stands out so much.

John Wick is – was, I guess, since like so many he burned out on the low wages and went back to computer games – one such auteur. Not to be confused with the endlessly popular Keanu Reeves character, Wick designed games like Legends of the Five Rings and 7th Sea, which were pretty decent. He also insisted on being what we might now call Extremely Online in the first decade of the internet, where he decided to take the personality of someone who Knew Better Than You. (Something I have, at times, also tried on, I know.) He challenged the nerds and haters, and was occasionally right, but he also picked fights and acted like everyone online was by default an idiot, which meant you couldn’t have a conversation with him. It is of course human nature that if one is oft-criticised one rebuffs that by assuming the stance of the enfant terrible who delights in poking the bear. But too much of that and you end up assuming everyone is the bear, and you stop being able to read the room.

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Not this guy

When D&D 3 came out, John went on an epic rant against it, with most of his complaints being ones that didn’t really resonate with most gamers. Specifically, he approached D&D as if it were a machine to create fantasy stories. He suggested a bunch of potentially appropriate fantasy archetypes and found that, lo and behold, he couldn’t make those things at first level, or at all. That was maybe 2001 or 2002. Now here we are in 2025, and Kris is making the same points in this weeks’ episodes.

I think this is interesting because I imagine that Kris is not going to be raked over the coals for this stance, whereas John definitely was. So I’m pouring one out for John for facing the opprobrium of gamers all those years ago.

The larger point, of course, is that this idea isn’t a neutral one. It may not even be how most people, over time, have approached D&D, or indeed any RPGs. It’s certainly not an assumption Gygax and Arneson ever had. In fact, Gygax explicitly says in AD&D first ed that the game is not intended to simulate anything, let alone fantasy fiction. Of course, intent isn’t the only thing that matters, and gamers quickly changed what RPGs were. But this isn’t just Gygax’s opinion. There are endless computer games and quite a lot of board games that claim to be RPGs and are mostly about tactical skirmish combat and exploring terrain, I have many on my shelf. Kris talks about how D&D is confusing because it seems to be full of all these rules that sound like it’s a boardgame about combat and doesn’t have any in-world referrents or talk about the story or fiction much, but it’s important to point out that for a large portion of RPG players, it doesn’t make sense to talk about those things because an RPG is a game designed around combat and moving through planned or semi-random environments.

This doesn’t mean Kris is wrong, of course, or that it’s unreasonable to ask these things of D&D. It does however return me to my central thesis: that trying to fix D&D is like trying to graft arms and legs to a hamburger. Although it lucked into being this weird hobby that sews improv theatre, shared story creation, tactical combat, socialisation and character/world simulation into one distorted – but compelling – frankenstein, it wasn’t built to be most of those things and we keep acting like it is. Indeed, it markets itself as being all these things. Just as a lot of people play and learn RPGs primarily as an oral tradition, past down from one group to another and that has large elements that exist beyond the rules and text, people have also come I think to think of RPGs as an idea that exists beyond what they claim to be. We know, in other words, that the image and the marketing is kind of a lie, that (at least for D&D and things like it) we’re inherently being sold a furphy when we’re told it’s a path to unlock epic adventure storytelling, and we will just pretend not to notice. We expect them to lie and forgive them for it, and we in turn accept that we’re getting handed a messy toolkit that we have to work at to turn into something we know will likely rarely fulfill any of those claims, but it will let us roll a lot of damage dice and kill that stupid orc.

Fig leafs are not inherently a bad thing, as long as everyone knows there’s a fig leaf. But I think it’s possible for people to buy an RPG and discover they’ve been sold a lie; doubly so if they buy D&D and things like it. And to look around and wonder why everyone else is happy with pretending so much, and wishing so hard. And I think this is also why it’s always 1978, because inevitably these people go “well, there has to be a better way”, and try to make something better.

Slowly we’re making gains, yes. But with D&D swallowing so many, and it still being how so many other games operate, it makes me wonder if we should stop pretending so much.

The Ratatouille Inflection

Last week, someone asked me what the difference is between a toy, a game and a puzzle. The short answer is a game usually has a goal and a struggle to it and is interactive. A toy is interactive but has no goal or struggle. A puzzle has a goal and a struggle, but isn’t interactive (or the interaction is purely one way). But it also made me think something else: how do people learn this?

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Ratatouille is a film about a rat that becomes a chef but it has in it a discussion of a concept that is beyond what we might expect from an animated film. Pixar is of course always good about going above and beyond: the Inside Out films are radical in how they depict emotional psychology, quite against what everything else in our culture says, there is that famous Marxist speech in A Bug’s Life, and so on. Rataouille turns on a debate about artistic process. Remy the rat is told by chef Auguste Gusteau that “anyone can cook”, which allows him to believe in himself and become a chef too. The “villain” of the film is Anton Ego, the food critic, who finds the idea that “anyone can cook” offensive. The disagreement turns on the idea of craft: Ego believes that the saying anyone can cook implies that cooking is easy. That it has no craft, no skill, no quality. He would agree that anyone might learn to cook, which is what Remy believes Gusteau means: that although he is the sworn enemy of any chef, a rat can become a chef, if he learns the craft.

One thing we’re extremely aware of – and suspicious of – in this world is gatekeepers. Liberal politics, post-modernist art, anarchist and Marxist politics, structuralist philosophy, all of these modern things share an overlapping distrust of systems as barriers to access. One could argue that this is more about modern consumerist thinking leaking in to our brains, that the constant emphasis on accessibility and approachability of things is something that arises from a world of push-button products and instant gratification. Coca Cola famously put its vending machines everywhere because they wanted to ensure that the moment someone wants a Coke they are only a minute or so away from getting one. Thus you get people writing entire books about how cooking is ableist (it isn’t) because it takes work to cut up garlic.

Similarly, critique has become taboo. Partly because the internet is so hostile and so full of criticism, we threw the baby out with the bathwater (while at the same time leaving almost all critique to the manosphere crying about wokeness). I think also the hyperscrutiny of social media also makes us weary of critique which also explains the previous problem: we are so constantly exhausted by every part of our lives being measured and evaluated that we cannot bear to have something else come along and tell us we’re not good enough. At the same time, we’re learning that maybe we’ve never liked being wrong, or failing. As I discussed in this blog a few months ago, training people through constant correction of errors might be killing desire to learn.

All of that said, game design is an art and a craft, and we should take it seriously. We should learn this discipline. And we should talk about learning it, without fear of being accused of gatekeeping. And we should also talk about the whole process – how we learn about games, what does that look like.

This year I was asked to teach an aspect of tabletop game design and it reminded me that when I was younger, that wasn’t a thing. I remember when Erick Wujcik, a Palladium designer and one of my great heroes and someone who found me in the early days of the internet and became my friend, wrote to tell me that he was flying to Singapore to do a guest lecture on RPG design, and it was one of the first such things in the history of the world. When I got to university, I was thrilled to have access to proper, deep libraries and I combed every shelf I could for things about games and especially about TTRPGs and they did not exist. Nobody wrote anything about games, anywhere, at all. There were books about mathematical game theory, which has almost nothing to do with games at all, and in some cases I could find The Compleat Gamester, or books about that tome from the 17th century. Oh how my heart leapt as I misread that title, only to crash as I realised it did not say the Complete Gamemaster.

The one exception was Shared Fantasy. This was a sociological study of the RPG hobby, conducted between 1978 and 1983 by American sociologist Gary Alan Fine. It was an excellent, deep and scholarly look at things and provided a really solid history – but only up to 1982! It was now 1995 and so much was changing. I decided it had to be up to me to write a history of the hobby, which I did in my first publication in RPGs when I put out my zine Places to Go, People To Be, which still survives online! And is still update in its French spin-off version. We wanted to be scholarly too, and tell the history of RPGs and also pick up where Interactive Fantasy left off, another of the few great leading lights.

The other ur-text of the time was I Have No Words And I Must Design, by Gary Costikyan. Originally published in the late 90s, the version there datees from 2002. Costikyan defined what a game was in that essay, and its an excellent definition but what’s most important I think is that nothing else existed besides that. We were voices crying in the wilderness, saying that game design was a discipline. That you could do it well or you could do it poorly. And there were very, very few of us.

And then, of course, everything changed.

World of Warcraft made video games cool. I remember the day that computer games were said to have made as much money as Hollywood films had that year – at last, this strange eldritch thing that nobody did, might become something that people had to pay attention to. Then Magic the Gathering came along and made tabletop games make money – so much money people really had to care. From 2000 to 2010, gaming went from barely a thing to dominating everything. Then along came social media too and kickstarter and things took off. And of course, along the way, starting around about 2005, academia started paying attention to video games. Not tabletop still – still not much. But then the actual play movement arrived and things shifted again. RPGs became big business. In 2015, RPGs were still nerd games that nobody took seriously. In 2025, they are on stage at the Sydney Opera House. (Not all boats were lifted, of course, but it did change the nature of the subject).

Along the way, we’ve created a kind of lacuna, however, of knowledge. Because people like me, who grew up in the 80s and 90s, we tended to study games because that’s one of the few ways you could encounter the hobby. We tended to be game nerds who dug out the old stuff and got into every obscure thing. And now, we have game design courses and we’re building towards an academic syllabus, and we recognise things like Molly House being art. People who came into the hobby since 2020 have scholarship to acquire. But if you came into things between 2005 and 2020, you had neither version. And I don’t know how you can get it, since you are likely too old to go back to school.

Sometimes I assume folks know what I know. But they don’t. And so I think about how to pass all this on. We do have somethings. The Ludology podcast. Increasingly more academic works. The wonderful new stuff coming out from CRC press. My shelf is now filled with academic books and new how-tos – although some of the latter, to me, are entirely absent of actual scholarship, and want to ground game making in entreprenuerial practices, not ludological. There’s a sense of building towards financial success and being a big brand, not mastering a discipline. If we’re not careful, that will dominate. We want a world of ludologists, not gurus.

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People who get jokes like this.

We find ourselves, then, much like the cooking world. All of us want the world to know that Anyone Can Cook. But in Rataouille, Gasteau’s mindset is part of his marketing to sell his sauces and his cookbooks, and Anton Ego has, after all, a point: that sometimes, what we call lack of gatekeeping is in fact just marketing in a mask. Anyone Can Cook is an inch away from “and all you need are these magic beans, which are on sale today”. It is an inch away from knowing Gasteau is a good cook because he sells so many cans of sauce, which in the movie becomes the business model of his inheritors. Keep making the same things and selling it in a jar. It is consumerism that turns everything into a club where the only requirement is you buying in and wearing the badge, and that must flatten out all skill and all craft into being worthless or worse, devalued. And that not only leads to bad games which drive people away, it leads to game players not understanding the field either. People who don’t get why Monopoly is a bad game, just that it isn’t popular. Education is a golden key that opens up all gates, but we can’t let that key be commoditized and sold off.

With kindness, with openness, with a seat open to all – this is how we must teach, always. With a sense of collaboration, not of dictating from above. Without the weird hidebound ideas I see in some game designers who should know better. But we must really teach. And people must be willing to learn. We cannot say that just because Anyone Can Cook that any cooking is good cooking. We must have a critical voice. We must say that anyone may cook, but one must learn to cook well.

If that is a gate, then I will keep it.

I Won An Award

Any good award is always going to be a terrible exercise. If the judging is any good at all, then the nominees are going to be all incredibly deserving and even then they’ll exclude by sheer bad luck people equally talented. This goes double for the winner. That said, after five years of not winning a Freeplay award, I sure as hell am not giving back mine. But I will say that I accept my latest award, The Mate Award, with enormous humility. The Mate Award…

… recognises an individual that has contributed to the Australian Tabletop Industry. The winner will have shown leadership through collaboration and sharing of knowledge and skills to others. The purpose of this award is to promote open and honest dialogue, community spirit and good relationships.

And I have a lot to say about this.

But first, a quick story. About seven or eight years ago I was at a convention and a very lovely local company mentioned to me that they would be happy to do a deal on producing materials for games. I immediately ran to every other Aussie designer at the con and told them about this amazing offer, and also threw it up on the web. I was then very embarrassed when the company contacted me to say “no, Steve, we only meant that offer to be for you, because we like you and what you do.” I like that story because it amuses me a bit that I often feel like I’m not at all special (thanks to my parents having extremely high standards of me and being disappointed if I did not reach them), but also because my first instinct was to bring everyone along. This to me has always been the core of appreicating “nerdy” things – not to shut people out, but to bring people in, to have a wonderful source of enjoyment that you are ready to show to others. And so I want to teach everyone else everything I know and bring them along into playing games and making games. What I can do is special, but not in the sense that it is shut off to others. As an underated Pixar film argues: “greatness can come from anywhere”

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Anyone can cook

So in this sense, I have done a lot to help the local tabletop community. Since I moved to Sydney a decade ago, we’ve seen a slow but now massive shift towards supporting and connecting that community, and it keeps growing with each passing year. I’m proud to have played a significant part in that. I’m proud that people have seen this change and come to be a part of it.

BUT

Everything I do is impossible.

I have enormous chronic health and disability issues, and have, over the last decade, slowly been pulling myself out of desperate poverty and low income. I don’t have access to anything like the physical or financial capacities of the average game designer, amateur or otherwise, and that of course effects my emotional capacity as well. And this remains true even as things have been greatly improving in these areas over the last decade. Now I can, sometimes, afford my own accomodation when I go down to PAX, but this is very new. I can afford to print off a prototype myself, but this is very new. The first time I purchased a $40 guillotine, I didn’t eat lunch that week to cover the cost. Getting to PAX until very recently was done by being lent money for the trip and staying with friends (and of course, running panels because that’s the only way I could afford to go).

But people have been generous. In some cases, even strangers have been generous. In one case, due to a weird mix-up, I stayed at the house of the parents of a stranger, who only knew we were fellow game designers. (Thank you, Stefan, and thank you to Stefan’s parents!) My first booth was a free offer from an amazing designer who was happy to let me sell my games in return for working to sell his, though we didn’t know each other well. My first design teaching work was set up and promoted by someone who first helped me see my own skills twenty years ago, when I was also a stranger to him. Jamie Stegmeier was nice to me in a brief email discussion about kickstarters. The moment I went to my first PAX, I met the TGDA people and saw the work they were doing and that gave me the hope that I could actually publish in Australia, and set me on my course to put Relics out.

And all of this assistance is echoed in all the smaller costs of everything else. I have borrowed lifts and borrowed print outs. Borrowed booth time and borrowed warehouse space. Traded labour to get into events for free. Traded work in kind to get editors or proofreaders or artists. And most of all, I have borrowed courage, and traded strength. Yes, every time I see people with fancy prototypes and impressive booths and amazing designs and somehow magically attracted audience I feel like a terrible failure and wracked by professional jealousy…but I also am inspired. I see people fighting the incredible odds stacked against them, and sharing the wins and the losses. I see old hands not giving up despite it getting harder every year, and new arrivals daring to strive even though they know the same. I see the untrained pushing themselves to learn and the old guard keeping their skills fresh. I see genius flash across design ideas like white lightning, pure and perfect. And I get to tell people that I see it, which to me might be the thing that fuels me most of all.

I would not go so far as to call them my tribe or my family. I’m not someone who easily feels at home anywhere. But even though I always dread putting my work out into exposure, I always get restored and lifted up by being amongst my fellow artists. We are all doing the impossible, facing the impossible, and the one thing we have, the one superpower we can rely on, is we can share that battle. And when I began in tabletop, that was barely the case in this country, and now that has changed.

Did I help that happen? Sure. But every day I walk into the fire of the impossibility of being a game designer, and the only thing that keeps me going is other people’s support. Nothing I have done in the last ten years could have happened without all of these people who didn’t just show me that things were possible, they gave me the help and power to do them. There is no Tin Star Games, and no Steve making things at all, without the TGDA and the ARC, without the amazing help of people at PAX and Freeplay, without the industry fellowship, without the Sydney design community, without a million strangers.

I humbly accept this award, but it is backwards. It takes a village: give them the award.

Another World Well Game Report: Pantempolis

The World Well is a world-building game designed to create worlds specifically for TTRPG and similar games. It does this is by creating a series of important points of contention and mystery and then having those points be battled over by Factions, made more potent by Fractures and wracked by sudden Falls. This session makes use of the expansion which focusses on using the system for a single city and otherwise our only other ideas to start with were “The Boer War” and “time travel”.

You can get the World Well now on our itch site and the City expansion by subscribing to the Patreon.

Nobody knows where – or when – the city came from. Although there are a few flashes from some far-imagined future, the dominant powers date from the British Empire at the turn of the 20th century – which seems natural since all of history must be leading to that eternal bastion of liberty and truth. Those inhabitants call it Pantempolis: the City of All Time.

At the centre of the city lies the Station, which holds the Gates: twelve gigantic vaults that with careful attunement lead to fixed times and places throughout all of history – Rome under Julius Caesar, Britain under Queen Victoria, Prague under Rudolph II, the Aztecs under the Triple Alliance, the Zulu under Senganzakhona, the Tonga under Momo, Babylon under Hammurabi, China under Wu Zeitan, Mali under Mansa Musa, Vedic India and the Iriquoi Confederacy. Some speculate that other gates might be possible but this is considered a fringe belief (or fringe science). Beyond the walls of the city lies the Timestorms, great roils of thunder and lightning, water and earth, that only the brave or foolhardy dare to explore with their timeships. These folks can reach other times, if guided by a Navigator, and bring back wealth, knowledge and other invidiuals from across time. This gives the Navigator’s Guild great power in the city. Most folks travel to and fro via the Gates. Both systems are heavily tracked, taxed and recorded but of course the rich can get around such things.

Of course, being able to cross the timestreams leads to many problems. The city is guarded by the Paradox Police, who uphold all the laws but one more than any: non debes duplicare – nobody may exist more than once in the city itself. Many find themselves in the city unable to pay for their journey to it, or arriving by accident, and these folks pay off their debts by serving the PP. Of course, many say that the Paradox Police, or their masters, go back in time and arrange for you to arrive penniless. But that’s a very cynical thought. To help people assimilate to the city you are supposed to wear an item of clothing, typically a hat or helmet, from your originating time and place, and new arrivals will be given stand-ins at the gates until they can buy their own. You are also supposed to mingle across time, but some folks insist on building enclaves only for their historical period – New Rome is very snooty, and Victoriana grows larger every year. Many of the more recent citizens (as in those whose history is more modern) look down on tthe anient ones as being primitve, but wealth cuts across all such groups. Some speak of a time which will be beyond all time and will come rushing into the city and erase everyone or replace everyone, but this is foolish superstition. A much more pleasant superstition of the city is that the last digit of your birth year is a horoscope for your nature and fate. On the festival of Gates, Fates and Dates new arrivals are welcome to the city and there are parades, and ceremomies in the Polyopticon, a fine observatory-cum-tea-room where one can view any period of history you might imagine.

Sometimes, people get erased from time, or die before their time, especially since many Pantemporians like to brag they have killed their own grandfather. No amount of historical meddling can seem to change this. In this case, a practice of soul-carrying exists, where a subject has the spirit of the deceased or erased placed along side their mind, usually permanently. The poor are paid handsomely if they volunteer for this, but it is a rare and dangerous process, reserved for the desperate or the powerful.

Factions

The richest family in the city are the Vigeronts, who claim their family history goes back through the Hapsburgs and Merovincians to Alexander the Great. They have invented retrochronostic fermentology, allowing them to take things like alcohol and pickled foodstuffs and un-ferment them, bringing out an incredible new taste. They like to suggest that this made them rich but in fact they are rich because they meddle with time. So much so that they show off by not aging or aging backwards, using retrochronostic engineering and timeloops to avoid change. If this goes awry, a soul-carrier will be used to hold the person until the mistake can be rectified. A lot of this is illegal but they effectively own and control the Paradox Police. Their weakness is that they are ruled by their obsession with geneaology (theirs and others) which they must always establish to be pure, and show this off. They also like to show off by recruiting the most powerful figures from history and reverse-aging them. In some cases – and nobody knows why because retrochronostic technology is a closely guarded secret – de-aging these people reverses or unmakes the things those people did in history. This allows the Vigeronts to pretend they are humanitarians, unmaking great crimes or slaughters.

The Chrononumerologists are a loose collection of amatuer scientists and scholars who study time and the time storms and would dearly like to know how retrochronostic technology works. They are aware that the guards of the Gates can change the gates to go anywhere and anywhen they wish, and that Navigation is not some in-born talent and anyone with a timecompass can do it, and anyone with good enough mathetmatical models can predict the timestorms too. Their expertise means they can cast horoscopes and appear to be extremely accurate, which suggests they can maybe even change history on a personal level with their detailed knowledge. They are well-regarded but lack any organisational power, and suffer from internal division. Without a set agenda, some want to use their knowledge to build a better world, others simply want to invest in historical real estate markets and get rich.

The Causeless are a semi-religious secret society who believe that true power is to have no cause. To enter their ranks you must first find a member and then prove you have killed your own grandfather and survived the ensuing paradoxes, a process that proves you have a divine power above that of others. They believe that if they can figure out where the city came from they can destroy its cause and thus make it unmoored from time and divine like them. Their beliefs in this divine transcendence mean many wish to join their ranks, but as more and more join, they are becoming more reckless. The Causeless know each other and often cluster in shared districts of the city, and thus keep their membership secret, but more and more their actions are easy to spot as they leave chaos and mistakes in their wake.

The Unfinished began as a loose collection of people who felt history had cheated them: snatching away victory or life at the last minute, killing them when young, robbing them of every chance, or worse – some shenanigans caused their entire timeline to vanish or end prematurely. Slowly, these folks found their stories resonating with the poor of Pantempolis, and now the Unfinished argue that the work of the city is Unfinished: it is supposed to be a place to right history’s wrongs, starting with the rich ruling over the poor.

Fractures

The Sixers – Residents of Victoriana have found evidence that anyone whose birthdate ends in a 6 is likely to be a criminal, and have campaigned for the city police to let them exile everyone born with that date from their entire district. This includes plenty of well-off sixers who would lose their livelihood and standing and so they have been campaigning for the city to establish districts for each digit. Lord Neveryoung is an unscrupulous local figure of Victoriana who doesn’t believe the 6 suspicion but is very happy to use it to his own advantage to rise in power and reach the ranks of the ultrawealthy, who have denied his entry on account of him being the son of a tradesperson and thus not of noble blood. Meanwhile, Mr Fatechanger is a rough-hewn figure of no-clear-time who claims for a small fee he can change your birthdate by slipping back into your past, and seems to be legit. Is it legal? Depends if you get caught.

The Bloodstorm – Timestorms always happen far beyond the city, until now. All of a sudden a tiny localised bloodstorm has appeared at random times inside the Telecommiseum. This was once the city’s first aetherial wave station (before that technology was erased from history) and has since been repurposed as the premiere sporting ground of the city, where various bloodsports take place. The storm – believed by some to be drawn to blood and brutality – swallows up athletes and throws them across time, and also deposits other athletes from time into the arena, often to perilous results and terrible injuries. Some Vigeronts have welcomed this as a new and exciting way to find great heroes they can de-age, with one young scion believing he can use it to help remove violence from the timestream. The city hospital has deployed agents for the folks who end up being heavily wounded but one of these agents isn’t healing them at all but stealing the Potentiality of new arrivals for his own nefarious purposes.

The Big Freeze – the Paradox Police have got wind of a terrorist attack being planned on the Day of Gates, Dates and Fates and in order to stop it from happening and uncover the perpetrators they have cancelled time in some streets of the city. Since they are bought and sold by the Vigeronts and corrupt themselves, the time freeze also allows them to plant whatever evidence they wish, which is complicated by the fact that there is a member of the Causeless who is trying to make the terrorist attack happen and kill himself in the explosion so there is no cause of it, and he has found the frozen time areas helpful for covering his tracks. The PP have also used this threat to declare the Unfinished a terrorist organisation and any members can be arrested. Molly Jones, a well-known Unfinished is helping her friends lay low.

Falls

With this new purge against the last-digit-horoscopes, many are suggesting it is all just a silly fancy and should be abandoned. But there are many in the city who feel that even if it is silly it would be giving it up for the wrong reasons. Others want it to maintain power or just their business selling fortunes and jewellery with your year on it. So as it falls, some intensify it all the more, to the point of clannishness and over-emphasis.

There have been a few scares and small terrorist actions in the public squares where meat is traded, normally procured by grabbing pork futures. This has made it too risky to be a future-butcher and the city has had to go back to importing meat. At the same time, the vast fields of grain and barley that grow across the rooftops of the city where they are easily exposed to timewinds so grow fast have become suddenly unmanagable. It is getting harder and harder to predict the timewinds and grow a sufficient harvest in a way that also makes money and isn’t sending some people broke. This will force the city to start importing grain too, leaving them terribly dependent on a history they have been very careless towards…

You can get the World Well now on our itch site and the City expansion by subscribing to the Patreon.

A Five Years After Session Report

Five Years After is the next game by me coming from Tin Star Games. It deals with apocalyptic events, uncovered in a reverse chronological fashion. This is a session report of a five-player game run at Go Play Brisbane in 2025.

Five years after the event, the world has changed…

Zutroy lives on an isolated farm, where he’s been able to stay out of things and, it seems, enjoy a good lamb casserole. But then Captain Crackle shows up and indicates the farm belongs to them now. Crackle is a masked warlord who drives a cyber truck with a huge electricity transformer on the back. Elsewhere, Fletcher walks through his warehouse filled with mowers, realising he only has one of working engine between them. Lily, a one time high court judge packs her bags to leave the city for good. Captain Crackle visits Hannah who runs the meat network of out of the old morgue and for the first time ever she is late with a delivery. Crackle tells her not to let it happen again or he’ll take her son for his army. He leaves on Jessica’s boat and tells her he will no longer be allowed to go on her expeditions up and down the river: he needs her by his side now, to be sure he can get where he needs to be.

Five months later is when we knew it was over…

Jessica is called into meet Judge Lily, who has taken on the role of head administrator of Brisbane after the armed forces have abandoned them and the government has gone on extended leave. Jessica is asked to use her psychic gifts to protect them but she says they can’t change the future, nobody can. Fletcher is also there and he silently assents to Jessica’s punishment instead of doing what he feels is right. He says he’s a pilot and he definitely has a plane that can go get help. Hannah is by the judge’s side, too. She bears the news that the food stores are all gone. Lily doesn’t have the time or capacity to see that Hannah’s organisation skills might be good but her mind is broken, and Hannah weeps alone after the meeting. A figure in a mask accuses the judge of failing them all. On his farm, Zutroy watches the zombies eat his sheep and looks in his fridge: there is only cat food. Chunky Lamb Casserole.

Five weeks after, the city was in chaos…

As the city burns, Lily sits in her apartment alone. She always told herself she was self sufficient but she knows she needs others. She runs into Hannah who is bleeding but rebuffs all offers of help, assuring the judge that Lily will never not be able to rely on her. Hannah never needs help and never makes mistakes. Lily and Hannah call Jessica, the famous psychic for advice, if it’s true that the Whitsundays are a safe haven, but her powers have abandoned her. Zutroy uses his mower to mow down zombies and a few sheep by accident (there’s plenty more where that came from), surrendering to the bloodlust. Fletcher runs to an airfield and hammers on the door. It’s his sister’s office and her plane and her pilots licence but he finds her dead. She had a map on the wall of the islands off the coast. Fletcher takes her hat and goggles. He’s a pilot now, it seems.

Five days after, we had no idea how bad it was…

Sirens wail and the military and the cops patrol the city but a wedding can’t stop just because there’s some health emergency. It’s a big beautiful posh affair with food provided direct from paddock to plate by Zutroy. Jessica comes for reasons she can’t explain, only to meet Hannah who knows someone who has a clue about Jessica’s mysterious childhood … someone who is acting strangely and biting people. The secret is lost, Zutroys best friend is devoured, Hannah discovers good and bad people alive suffer. Everyone looks to the celebrant, Judge Lily Toomes for guidance and she finds herself at a loss. A few survivors rush into the car park with the bridezilla in the lead. She grabs her wedding car and when others try to get in she tells them it’s her special day not theirs and leaves them to die. Some smash the glass windows cutting her face but she drives off triumphant in her ribboned cyber truck.

Five hours after the first moment, we began our destruction

A hush falls over Brisbane at night. Jessica appears on the news telling them about a future of blood, where the masked bride brings death. She is ridiculed. Fletcher is watching the news and doesn’t see his cat run away. Hannah tells her parents she hates them for sending her to boarding school and leaves on bad terms. Judge Lily quits being a judge saying she can’t handle the pressure of deciding people’s fates. Zutroy borrows Fletcher’s best mower to tidy his lawn but the bride to be tasting his menu says it’s not good enough and he should do better. He finds a new kind of mushroom to add to his dishes, not noticing the effect it has had on his livestock.

Five years later, Fletcher visits Zutroy and takes his mower back and uses it to complete his makeshift plane, which they combine with Jessica’s boat to make it a sailplane. Lily doesn’t leave: she tells Hannah she’s sorry she never checked in, but if she comes now, she and her son can maybe reach safety with the plane.

Outside in the darkness, between them and the river, electricity crackles.

Systems of Control

I always like it when people write a manifesto, and I found a good one recently, but before I talk about it I want to talk about this other post of the author. That’s Jay Dragon of Wanderhome fame.

In the linked post, Dragon argues that rules are inherently a cage. That we (and Dragon here blends player and character, confusingly) want to do certain things but the rules say we cannot. I agree. We can, for example, put the playing cards in any order we want and declare ourselves the winner of Klondike/patience. It is the restrictions that stop us from doing so that makes the game work, and playing a game is voluntarily putting barriers between what we want (all the cards in order) and how to get it (we’re not allowed to just sort them). We welcome the barriers to make the conflict that drives the game.

But Dragon’s next example is the avatar-stance of D&D: my character wants to climb a wall, but the rules won’t let me. And in her manifesto, he talks more about how this conflict drives his expressionist design philosophy. The good thing about all this is it is clear and well described, which means I can see clearly where we differ on things, and thus get better discourse. So I’m not trying to call Dragon out as being wrong. But I also think that I (and not everyone) plays RPGs this way.

I don’t know if my character wants to climb a wall. They might, but I’m not always working from this avatar stance. What’s more, I don’t see the roll and rules as getting in my way. The WALL is in my way. And that’s just as meaningful as the rules about the wall. And the presence of the wall in the first place is of course a kind of rule. In make-believe we can climb a wall if we want. But we can also just not put the wall there in the first place.

I might go further to suggest that there’s an adversarial approach inherent to this argument: that rules exist to stop us and prevent us and restrict us. Of course rules present some sort of control, but just because something is adversarial does not mean it is oppositional. My partner is a lawyer and she is frustrated that every game about the law ever made puts the players against each other. She says that although the law is adversarial, it is inherently cooperative. Each party has goals but their actual goal is to reach the best compromise everyone can live with.

A better example is in improv, where you learn how to introduce conflict without blocking. If someone has a gun you can’t just say “your gun has blanks”. That’s a block, it shuts an idea down. But “my god, that’s my wife’s gun!” is conflict without a block. It takes some control “away” from the gun-holder, but it doesn’t stop things dead. Good RPG rules work like this. They “oppose” actions in a way that creates story, not opposes it. If there is a wall in my way, who put it there? Presumably the GM, because it was an offer to create an excellent scene. The rules then are not blocking you from your goal, but saying “what’s this scene about? Is it about your amazing wall-climbing skills, or is it about how your character can’t get past this obstacle and has to confront that failure?”. In essence, you’re not even measuring success or failure, but because RPGs are story-machines running on wargaming code, we constantly think of it as judging if we are allowed to do a thing.

Ron Edwards did more to destroy RPG design theory than any human ever. He took a working theory that pre-existed (GNS) and turned it into a cudgel to beat people and a cult. He also said many times that popular games of the day caused actual brain damage, something people who dealt with brain damage found pretty fucking insulting, and with good reason. The glimmer of truth in that claim, however, was that if all you know is D&D and its descendants, you will end up seeing RPG design as a thing where the rules grant your permission to do what you want. And if you start from that place, you naturally end up thinking rules are bad. Since forever, a lot of people have believed that rules inherently by their very definition get in the way of the activity of roleplaying, and are at best a necessary evil. At its more extreme ends, this leads to people arguing that if you reward players for doing things, you’ve made a mistake, which is absolute nonsense. (That post also brings up Skinner boxes, as usual not understanding that Skinner is about gentleness)

Dragon definitely thinks rules are the enemy. She suggests that we should in fact be so desperate to go against the rules that we should wish, to some extent, to break those rules. In fact, she design games around this principle. The example given is one where the rules reward you for spending time with your family, and you are supposed to, in play, get so annoyed by this you will want to break the rules.

This reminds me a bit of Experimental Theatre techniques. Some of these included running into the audience and stepping out of “acting” to pick fights or shout at audience members, to try to get them to break away from their sense of “I’m watching this man shout at me” and into “this man is actually shouting at me”. But this technique often runs into the problem that was shown in the episode of Community where Annie puts Abed in an experiment where he is told to wait and the experiment is designed to make people get angry and break that rule – to basically trick people to go against the rules. Abed (who is autistic coded) does not break the rule, and there’s a tendency for autistic people to do this. This isn’t because we’re hidebound: it’s because the world is often so confusing we follow rules as a way to survive. Likewise, Experimental Theatre stopped doing this stuff because a lot of people followed the rules and just kept “watching the play”. Similarly, I’ve had bad GMs and escape room designers set up situations inside the game where A) it isn’t real, because it’s a game and B) the game rewards anti-social or taboo behaviour and then go HAHA! WE TRICKED YOU! You’ve done the morally questionable thing, so you are a monster! Power Kill was very much like this. In it, you play a regular RPG and then it is revealed that acting as the game tells you to act you have done something terrible in a completely different context.

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Scientific ethics 101: don’t violate informed consent

(I tried to play Papers Please and the game said “do this to get points” and I said “no”, but I didn’t feel like I learned anything. Partly because I just didn’t like the mechanics but also because I know that systems of control exist. I had the same reaction to The Stanley Parable: I was already aware of how video game design sculpts behaviour so it was not shocking to me to have the game break the fourth wall and tell me they do.)

The game Dragon describes goes even further than Power Kill though: it says “This game rewards you for being pro-social, that should creep you out!” which is…a very specific line of thought. I wonder how many gamers actually had this experience in play. I have a feeling that it only works for players who think rules are bad – the ones with the “brain damage” built in.

Don’t get me wrong: I think violating consent, when used well, can be amazing. I’ve written before about the genius of great art in how it makes us complicit. But you’re not going to make me break the rules just by saying “these rules reward you for doing a thing”. I’m assuming the rules exist for a reason, and I am following them until I stop having fun. Now that may happen if I’m doing anti-social things in the setting of the game, yes. This is not really a great revelation, however. Nobody has ever made a game called Molest The Little Child where you get 1000 points for each molestation; nobody has ever played that game to get points, regardless of the explanation. Most people would go against the rules if faced with that game, and play to lose.

I also think Dragon knows all this, and is more curious than accusatory. She wants to put people in a maze and see if they knock down the walls to get the cheese, but it’s ok if they don’t. Yet she does end that blog with a heavy judgement against the mouse who fails to knock down the walls. She also concludes by saying that the best way to play is to strain as hard as possible against the rules and this includes safety rules. As in, when you set up lines and veils you should go as hard as possible up to the edges of those because that, to Dragon, is both necessary and the most fun.

In 2015, the porn star James Deen was accused of several accounts of rape and sexual assault by many women in the industry (Massive Trigger Warnings On That Link!). Deen was a frequent performer in BDSM scenes which involve simulated lack of consent. Deen would allegedly use the “No” lists of his fellow performers as guidelines to find their limits and push beyond them, and used the filming of “rough” sex as a cover and excuse for his violence, partly because the presence of safe words and rules protected him. If such rules existed in the framework, then of course he couldn’t have broken those rules.

I’m not saying that people who want to push safety rules as hard as they possible can are actually hurting people. But we know that safety rules are broken in RPGs all the time. And if you think all rules are made to be tested, pushed, wrestled with and even broken, if you build a cage to watch the rat throw itself against the walls, how am I ever going to be safe? Or more generally, how am I ever sure I’ll have fun? Especially if I am neurodiverse and rely on the rules as a core of my whole participation? And then eventually: why would I ever follow your rules to begin with?

I teach my game students that game design can be thought of as a very caring, nurturing artform, where we use our empathy all the time, to put ourselves in the mind of the player and use our tools of game design to control them, but with the intent of giving them a good time. They consent to give us that control with the implicit understanding that if they play the game under the control of our systems, they will have fun. If you violate that relationship, don’t expect me to come back for more.

The Lord Fang Problem

If you have met me in the last…twenty years or so…and got me talking about fantasy RPGs, I may have brought up Lord Fang.

As I say often, RPGs weren’t designed in any particular coherent manner, and are more a kind of congealing of different ideas into a misshapen blob of poorly connected things. Probably lots of things are like this, and we only think there is some design brain behind them, years later. I think we’re in an interesting inflection point right now with D&D and RPGs, and more and more people are coming into them and seeing them in situ, and taking a lot of it as it comes. That is inevitable! But history matters. It helps us understand and be literate about where we are now. And it particularly matters when D&D is being robbed of its context, especially because D&D is really, really weird. And nothing more clearly illustrates that D&D is weird than the Lord Fang Problem.

In the early 1970s, Gary Gygax and Dave Arneson developed Gary’s Chainmail rules system, heavily inspired by other wargames and particularly Kriegspiel, into what we would now call a “skirmish-level” wargame for miniature figures. You moved around on a dungeon map and the point of the game was to get better at fighting the things in the dungeon. Exploration borrowed from the Kriegspiel model where the wargame simulated the fog of war and the need for troops to survive in the wilderness, usually modelled in wargames with random tables. A forest might be thicker than you imagined, or supply some wild boar; a village might be full of fifth columnists or saucy French peasant girls. But since the fantasy setting of D&D never actually worked out or written down, Gygax and Arneson accidentally created a system where the only way to figure out what the world was like was to buy their books and use their tables. Early TTRPGs were not so much big changes in systems but gigantic hexmaps and tables to roll on, just as different wargames of the time focussed less on the core mechanics and more on what is the most accurate map and random tables to simulate the reality of a certain battle.

People talk about things like Vancian magic and the alignment system from Elric as if the designers used those things as inspiration and tried to mimic those worlds. In fact, they came up with the rules in advance and then looked around for things that justify them. Magic in wargames disappeared at the end of each match, and the way Jack Vance described magic being nearly impossible for the human brain to contain fit that mechanic. Certainly there is mimicry in the D&D setting. But it’s mimicking so many things. I argue in my recent book that its biggest inspiration was the television westerns that Gygax grew up with, most of which were set in the far west, so that the ever-present Comanche tribes were a threat and source of action and drama. That’s why there’s always a small village on the edge of the wilderness in D&D, plagued by orc savages. Vikings were of course the other inspiration for orcs. Tolkien invented the word orc because he found the word goblin to be insufficiently epic, but because he invented them and because his books are very much written from a point of view inside the world itself, he never describes them. Gygax and friends had to invent all the rest. Early orcs had pig-like noses. During the first half of the 20th century, travelling fairs would capture bears and keep them intoxicated, then shave them and show them as if they were mutated humans. These kind of orcs were common enough that one of them ended up in Return of the Jedi.

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The horns, tusks and pig-snouts eventually disappeared, but the green colour stayed, and that’s Gygax. A cultural commentator I read back in the 90s said that in the list of people who had the most effect on popular culture of the day, most people thought of Elvis and The Beatles, but there was also Gene Roddenberry, and Gary Gygax. Because although Gygax was drawing on a random bunch of things, we’ve let a lot of these things become standards…and then are surprised when they don’t make sense.

More examples of the random design: early on, the system did not have “hit poitns” but having watched the Errol Flynn Robin Hood on TV one week, where the hero and villain trade blows back and forth in the climactic battle, Gygax added them in. The ettin, the naga and the hydra and the undead are mostly borrowed from the Ray Harryhausen movies about Sinbad the Sailor and Jason of the Argonauts. These movies are also why there are actual dinosaurs or dinosaur-like creatures. Again, this is what Gygax grew up watching on TV. (For the younger audience, television in the 1960s created a system called syndication where smaller, subsidiary networks or companies like Disney, would buy up the rights to popular films cheap, and then run them over and over again, particularly in times children would be watching, such as weekends. The popularity of Its a Wonderful Life was due to it being snatched up for nearly nothing and run over and over and over.) Gygax’s childhood and adolecensce lives large; the rustmonster, the owlbear, the bullette and others were designed because they resembled poorly-made plastic dinosaurs. The gelatinous cube was invented because Jim Ward (who also invented Melf the wizard because his character sheet listed his Gender and Race as M-Elf, and Dwarmij the wizard, his name backwards) put a jello shot on the map one night. In they went into the rules. Not that there’s anything wrong with gonzo design! That’s part of what makes D&D what it is. But its important to remember that it has no real referent to anything that came before and the only things that have these things afterwards are direct descendants of D&D. And the best example of this is Lord Fang.

A lot of early D&D design, besides being haphazard and silly, was also antagonistic. As soon as the players worked out how a monster worked, the GM would change things to surprise them. There is a monster that looks exactly like the Beholder (another Harryhausen inspiration) but if you attack it it bursts into poisonous gas. Treasures chests are disguised mimics, and so on and so forth. During one early campaign (an “evil” game where players are just murdering everything and fighting each other), a player created Lord Fang, a vampire.

The 1970s was a big time for vampires, with Blacula straddling blacksploitation, horror and critical acclaim, Dracula showing on Broadway and Jack Palance starring in a big budget movie. Anne Rice’s best-seller, Interview with the Vampire came out in 1974. By 1979 there were so many vampire films that parodies appeared like Love at First Bite, and Christopher Lee was so bored of playing the character he took one role on the promise he would never have to record any dialogue (his character simply growls and hisses). Culture was now creating a sense of evolved subcreation: there were so many vampire movies, each movie had to establish which rules it would follow and which it would not. This is also where RPGs were born: as places where subcreation was turned into rules and tables, so that you would know what to expect but not exactly. Just as forests in Napoleonic France might hide wild boars to eat or bears to fight, you could codify fictional concepts down to table entries. And in this spirit, a player made a vampire, and because everyone knows vampires can turn into wolves, and bats, and fog, and can mesmerize people, and so on, the player’s character was able to dominate the game. The other players couldn’t stand against him.

Gygax, ever the antagonistic game “balancer” looked around to find the natural enemy of the vampire, and it was obvious: it was Van Helsing. This was also the era of Hammer Horror. Hammer Studios was a relatively-small budget film studio in England started in the 1930s. In the 1950s they found a way to make money from the new popularity of horror films, which also allowed them to reuse sets and costumes and locations. From 1949 to 1979 they made 156 films, more than three a year. They too enjoyed syndication and wide distribution. In the 50s and 60s, even young children would go to the movies to see four or five films at a time, some short ones or serials, and then a family film, and then usually a hammer horror at the end. That’s why D&D has mummies in it. Hammer also made their fair share of creature features beyond straight horror. I imagine every single week Gygax and friends saw a movie about going to a strange place and fighting bizarre monsters.

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This was the cheap knock-off of the 1930s Harryhausen epic –
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Hammer Horror loved vampires and the vampires always lost because they faced down someone who could make them fear sunlight and/or the cross. 1970s horror was transgressive in the blood and guts and nudity, but rooted in a kind of desperate fear of losing religious tradition, and the cross played a big part (even being a major factor in the 1980s’ Fright Night). So naturally the easiest way to defeat Lord Fang was to bring in a character class that wielded the cross. Enter the Cleric.

Before D&D, religion is almost entirely absent in fantasy. Conan specifically hates formalized religion, seeing it as a sign of corruption: their are no religions at all in his world, only cults, or his untrammeled noble-savage beliefs. Elric has crusades that have no gods to drive them. Lord of the Rings has no religion whatsoever, and it’s absent from the Fahfrd stories as well, and Jack Vance’s books, and the Earthsea books. Where it does exist it is sort of a homage to Friar Tuck: someone might refuse to shed blood and say a prayer before battle, but there’s no organisation. Or it is an actual crusade story, and the only God is one of slaughter. Arthurian legend is the exception, of course, but there there is only religion, and nothing else. The idea of a wandering cleric joining a team of wandering heroes pops up first in movies, primarily in Japanese wushu films, because it makes for an easy character note. There the character is a monk, which is also why D&D has monks, another thing that was glued on without making any sense in the world. There is a wandering monk in Beastmaster, which is also where the ranger class comes from – because again, Tolkien doesn’t say what a ranger is, so people guessed random shit.

And so the cleric doesn’t really make any sense. It exists only to combat Lord Fang and doesn’t actually fit into the setting. And it certainly doesn’t fit into fantasy. But nothing fits into D&D, and that’s part of the problem, because more and more there’s a culture around D&D and it pulls everything into it, and needs to justify all this madness, but never quite does. You now have to have clerics in fantasy, because fantasy is being morphed to fit around D&D, which is just a really bad idea, and makes more and more cracks form.

Last week I gushed about the genius if Kirs Newtown and MegaDumbCast, and how nearly every episode expresses some perfect truth about game design. Sunday’s episode did it again where Kris said that a fun part of D&D is trying to take the things that they IMPLY about the world and make up why things are like that in your game. (I’ve also argued that the popularity of early RPGs was in part because people were frustrated by how the Fighting Fantasy and Choose Your Own Adventure books would screw you over, and how early text computer games were too hard – people created via frustration!) But he is right to call it annoying that D&D doesn’t actually commit to any of this. It doesn’t lean all the way out and say “elves are just a few vague ideas, so you can fill in the page” or lean all the way in and go “yes, it makes sense that everyone hates elves because they are better than everyone” (aka the Warhammer Exception) or “if Sense Alignment exists then cities would install detectors at every city gate”. It never wants to commit to anything; it is a game designed on vibes, and so a lot of it is utterly impenetrable or useless to anyone reading the rules. Which means it is a game so often taught as an oral tradition, which means the game never has to get better at any of this, because it can always count on the community to keep filling in the blanks and pretending the game works.

But it doesn’t work. It keeps falling over. I have a saying that it is always 1978 in RPGs because every day someone realizes D&D sucks and starts iterating from that point, instead of the field actually progressing and adapting. And D&D isn’t going to fix this. Orcs are now trying to be reborn as Mexicans in a way to try to stuff a shaved pig-man Comanche stereotype into a suit that teens want to fuck. That might be a good solution, but I think it is also a Van Helsing solution. Which is to say, they are trying to respond antagonistically to fix something their fanbase hates, without fixing the problem that led here in the first place. And each new reaction only adds more to the problem, and creates even more problems. So it only gets more goofy with each passing year, and more incoherent and more unable to actually do what it promises.

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The more popular and important D&D becomes – and it has become a media juggernaut in the last ten years, something beyond all our wildest expectations in the 1980s – the more it needs critical engagement with its tropes and foundations. But D&D cannot and will not do that, because it has always been a nostalgia product. The one time it tried to reinvent itself, in 4th edition, fans reacted as if the game had spit on their mother’s grave. So it remains what it always is: behind the times, clumsy, witless, cloying and driven by a singular goal to to catch the unwary, seduce them into believing that clerics are a sensible, well established fantasy trope and that D&D is more than it appears. That it’s not just a bunch of goofy TV movies, Hammer Horror and freakshows pretending to be cool. And once it has them, D&D can bleed them dry, first of their money, then of their ability to move beyond it. At best we can only react to D&D, which means its shadow still deforms everything. D&D is a vampire, and it’s time we staked it in the heart.

Ten TTRPG Adventures That Are Worth Your Attention

I’ve never been able to run TTRPGs AND come up with adventures for them very much. So I can only play ones that have adventures. And most adventures tend to range from average to terrible, because adventure design is the Hard Problem of narrative game design, that nobody wants to really tackle – and because they’re often bad, or run poorly, they get a poor reputation, so even though there’s actually a lot of demand for them they tend to be the red-headed stepchild of the artform. And so I am always blogging about them. Despite that, this list came out with ten adventures that “changed history” which is a dumb claim and was it written by AI? Maybe?

Entries on that list they got right:

  • Dracula Dossier. I haven’t read it, but it’s such a strong strong hook and it uses a prop so well: your players can get the annotated copy of Dracula and read it for its notations just like their characters would. Props are king.
  • The Pendragon Campaign. I also haven’t read it, but it seems to be the granddaddy for anyone who comes near it. It changes lives.
  • Complete Masks. Hard to run but I own it for a reason. Cthulhu scenarios were always the big fish and these are all first class examples of that field, top of the line. The Haunting and the one about the Ritual are also amazing, and are right there in the corebook (which used to be a thing!)
  • Shackled City. One of the many reasons why Pathfinder was good was it built a setting where lots of D&D tropes make sense and have a sense of place, and then they also went and made adventures that did the same thing.
  • Temple of the Frog God. I mean, it did invent the form, so sure. It goes on the list.

Entries on that list they got wrong:

  • Against the Giants and Temple of Elemental Evil. Yes they were a series, but so were lots of things at the same time. Giants is half-decent. Elemental Evil is one of those crawls that mistakes more content for better. It’s a drudge.
  • Ravenloft. Ravenloft was important. Yes. It forced D&D players to play Call of Cthulhu for five seconds. But it is terrible. It is so badly written and so uninteresting. And it’s main gimmick is a virtually unkillable NPC who can teleport anywhere. I think if you work hard, there’s an interesting kind of idea here (this guy is unkillable and watching us, how can we move across the landscape and figure out how to kill him) but it would take until Curse of Strahd to make it remotely playable, and even it is dull.
  • Dark Sun. Dark Sun tried to let players influence the meta-plot, but other things were trying this as well, and nobody actually cared.

Things that should have been on that list, or my other ten:

  • Ghostbusters adventures. The first adventures that didn’t just list content but the PURPOSE of content, and how to deliver content to create the right kind of reactions. First class.
  • Into The Outdoors With Gun And Camera, for Paranoia. Just acres of toys. Amazing. There were a dozen incredible set pieces in this adventure – by which I mean big open spaces filled with toys to generate comedy – each more glorious than the last. The unmarked console display is the best.
  • The Enemy Within, for Warhammer. Teaches you the world bit by bit. Builds up from a roadside encounter to the end of the world. The city intrigue of Power Behind the Throne is phenomenal.
  • Rough Night at the Three Feathers, also for Warhammer. Understands that farce is perfectly at home in TTRPGs, and may be the only thing ever to get that and use that.
  • Fly to Heaven (and friends). Still regarded in hushed tones, this scenario crams everyone into a plane being hijacked and it is claustrophobic and brilliant, and the other stuff in the book I hear is also strong.
  • Tribe 8’s Metaplot. Lots and lots of games did big honking metaplots in the 90s and noughties, but nobody did it as well as Tribe 8. They made sure that the metaplot, though featuring some big NPCs, is always centered on the PCs. They are the only ones who can uncover the truth and lead the 8th tribe. The setting is built around them. Plus, in 2nd ed they laid all the secrets out.
  • Lady Blackbird. A lot of weirdos decided that this game wasn’t an adventure but it is. And it has a system attached to it. We should have done a lot more of that. I think instead we folded adventures into indie RPGs that tell one kind of story.
  • Shadow of the Demon Lord (various). The demon lord can destroy the world in many different ways, and there’s a bunch of great adventures that walk you step by step into the end of the world, in eleven scenarios. Just like Tribe 8 puts the PCs at the centre, this world demands big plot events because it starts with CRAZY BAD STUFF happening.
  • Castle Amber. I admire it for its ambition. It attempts to take a weird trippy gothic novel about French assholes and SQUISH IT into a D&D adventure, and as a result it leans in hard to the bonkers Alice-in-Wonderland vibe that D&D has. Also, it invented the save bubble.
  • Five Days to Kill. This adventure for 3E by John Tynes was the first time somebody worked out that the way to make D&D work was to recast it as Tom Clancy superspy stuff. D&D got dramatically better as a result.

There you go. What’s on your list?